Top 30 Hl2 Break The Mini Teleporter The 61 Correct Answer

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How do you break the mini teleporter in hl2?

Just teleport something over and over and it will eventually break, or atleast thats how it worked for me. I destroyed it yesterday in about ten times…just make sure to put some extra stuff in the teleporter…

How do you destroy the teleporter?

all you do is just play a solo match in TT. You play as the rose or engineer and build the teleporter, then switch sides and destroy it. DONE!

What are the secret achievements in Half Life 2?

Secretedit
Name Description
Singularity Collapse Destroy the Citadel’s reactor core. 25
Defiant Hit the trashcan cop with the can. 5
Hallowed Ground Escort Gregori safely through the church cemetery. 5
Where Cubbage Fears to Tread Defend Little Odessa from the gunship attack. 5
21 thg 7, 2010

How do I destroy a zombie teleporter?

Teleporter consists of two parts, an entrance located near the zombie spawn and an exit which is located at a randomly chosen build spot. The exit that is located in the randomly chosen spot can be destroyed by any form of damage dealt by plants; however, they can also be rebuilt.

How do fortnite teleporters work?

The default state of the Teleporter is set up to immediately enable creators to set up a two-teleporter system. Placing two teleporters and changing no settings will automatically set up the ability to walk through one teleporter and end up at the other. The default values are bold.

How do I teleport to fortnite?

To use the crystal-dash in Fortnite Season 5 all players need to do is collect some of the loose crystals laying around the map. Once collected, players can simply double jump in order to teleport a short distance.

How do you teleport players in creative?

To teleport, tap the Chat icon once again, bring up the text box and type /tp YourUsername X Y Z, with X representing the east/west coordinate, Y representing the vertical coordinate and Z representing the north/south coordinate.


Half-life 2:What cat?
Half-life 2:What cat?


How do you destroy the mini teleporter? :: Half-Life 2 General Discussions

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  • Summary of article content: Articles about How do you destroy the mini teleporter? :: Half-Life 2 General Discussions You have to transport the potted cactus 20 times, from one to the other, then the main teleporter breaks, giving you the achievement point. …
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How do you destroy the mini teleporter? :: Half-Life 2 General Discussions
How do you destroy the mini teleporter? :: Half-Life 2 General Discussions

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hl2 break the mini teleporter

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  • Summary of article content: Articles about hl2 break the mini teleporter All you have to do is stand in the left teleporter,crouch down and turn it on. It will break on the first try. dalunaticc – 12 years ago – report. 0 1. …
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hl2 break the mini teleporter
hl2 break the mini teleporter

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How do you destroy the mini teleporter? :: Half-Life 2 General Discussions

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How do you destroy the mini teleporter? :: Half-Life 2 General Discussions
How do you destroy the mini teleporter? :: Half-Life 2 General Discussions

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Kleiner’s Lab | Half-Life Wiki | Fandom

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  • Summary of article content: Articles about Kleiner’s Lab | Half-Life Wiki | Fandom A working mini teleport located near the entrance can be operated by the player, capable of teleporting a cactus, or even larger objects found in the lab, in … …
  • Most searched keywords: Whether you are looking for Kleiner’s Lab | Half-Life Wiki | Fandom A working mini teleport located near the entrance can be operated by the player, capable of teleporting a cactus, or even larger objects found in the lab, in … Kleiner’s Lab is a City 17 location seen during the chapters “A Red Letter Day” and Entanglement of Half-Life 2. It is a small laboratory hidden in the workshop of a decrepit warehouse, home to Dr. Isaac Kleiner for some time until the uprising in and eventual destruction of the city. The lab…
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Kleiner’s Lab

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Kleiner's Lab | Half-Life Wiki | Fandom
Kleiner’s Lab | Half-Life Wiki | Fandom

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What cat? achievement in The Orange Box

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The Orange Box

How to unlock the What cat achievement

What cat? achievement in The Orange Box
What cat? achievement in The Orange Box

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Half-Life 2 Easter Egg – Mini Teleporter

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  • Summary of article content: Articles about Half-Life 2 Easter Egg – Mini Teleporter How to find the “Mini Teleporter” Easter Egg in Half-Life 2. … In the X-box 360 version you can break the teleport for an achievement called “What Cat”. …
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Half-Life 2 Easter Egg - Mini Teleporter
Half-Life 2 Easter Egg – Mini Teleporter

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half life 2 how to brake mini teleporter? – Video Games Help – GameShampoo

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  • Most searched keywords: Whether you are looking for half life 2 how to brake mini teleporter? – Video Games Help – GameShampoo just shove as much stuff as you can find into the second teleporter and teleport it into the boxed … How do you break the mini telerporter in half life 2? General,half-life
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Half Life 2.fgd – Valve Developer Community

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Template:PatchDiff/April 13, 2017 Patch/hl2/resource/hl2 polish.txt – Official TF2 Wiki | Official Team Fortress Wiki

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Half-Life 2 Easter Egg – Mini Teleporter

Half-Life 2 Easter Egg – Mini Teleporter

At the start of ‘A Red Letter Day’, just after you go through the teleporter go into the room that Dr. Kleiner is in. Don’t worry what Alyx and Dr. Kleiner are saying just walk up to the moniter against the wall then just to your left you should see a sort of machine. This is the mini teleporter. Pick up a small item (It doesn’t matter what just as long as it’s small). Place it it the middle and press ‘Use’. It should start spinning and Tah-Dah it has just teleported to the other Teleporter just to the left.

User Rating: 5.2 5.2/10 with 20 votes Contributed By: Looney_Man on 11-06-2006 Reviewed By: arrell, racedogg2

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wo0o0o0o0o0o This is the mini teleporter in Dr. Kleiners lab.

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Half-Life 2Do you have another one? Send us a picture or video of this Egg!

Half Life 2.fgd

From: \common\Half-Life 2\bin\halflife2.fgd

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: Half-Life 2 game definition file (.fgd) // //============================================================================= @include “base.fgd” //————————————————————————- // // NPCs // //————————————————————————- @BaseClass base(BaseNPC) = TalkNPC [ UseSentence(string) : “Use Sentence” UnUseSentence(string) : “Un-Use Sentence” DontUseSpeechSemaphore(choices) : “Don’t Use Speech Semaphore” : 0 : “Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don’t want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.” = [ 0 : “No (Use speech semaphore)” 1 : “Yes (Don’t use speech semaphore)” ] input SpeakResponseConcept(string) : “Speak the specified response concept.” ] @BaseClass base(BaseNPC) = PlayerCompanion [ input OutsideTransition(void) : “Use this input to teleport the NPC to a hintnode with the Player Squad Transition Point hint type.” input EnableAlwaysTransition(void) : “Enable the ‘always transition’ behavior” input DisableAlwaysTransition(void) : “Disable the ‘always transition’ behavior” input EnableSpeakWhileScripting(void) : “Allow this NPC to speak responses while in a scripted sequence or while StartScripting is active.” input DisableSpeakWhileScripting(void) : “Cancels this NPC’s ability to speak responses while in a scripted sequence or while StartScripting is active if it was previously enabled by EnableSpeakWhileScripting.” AlwaysTransition(choices) : “Always transition” : “No” : “If yes, this NPC will always teleport to a Player Squad Transition Point if they’re not within the trigger_transition volume.” = [ 0 : “No” 1 : “Yes” ] DontPickupWeapons(choices) : “Prevent picking up weapons?” : “No” : “If yes, this NPC will NOT be allowed to pick up weapons they find on the ground.” = [ 0 : “No” 1 : “Yes” ] GameEndAlly(choices) : “Is this a vital ally?” : “No” : “If yes, this NPC will cause the game to end if killed.” = [ 0 : “No” 1 : “Yes” ] input MakeGameEndAlly(void) : “Make this NPC a game end ally.” input MakeRegularAlly(void) : “Make this NPC a regular ally.” input EnableWeaponPickup(void) : “Enable Weapon Pickup” input DisableWeaponPickup(void) : “Disable Weapon Pickup” input GiveWeapon(string) : “Gives the NPC a weapon of the specified entity name.” input SetReadinessPanic(void) : “Set readiness to panic state (Special)” input SetReadinessLow(void) : “Set readiness to calmest state (Bored)” input SetReadinessMedium(void) : “Set readiness to moderate (Alert)” input SetReadinessHigh(void) : “Set readiness to highest. (Combat imminent)” input LockReadiness(float) : “Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now” input ClearAllOutputs(void) : “Obliterate every output that this NPC has.” output OnWeaponPickup(void) : “Fires when this NPC picks a weapon off the ground or a gun rack.” ] @BaseClass base(BaseNPC ) = RappelNPC [ waitingtorappel(choices) : “Waiting to Rappel?” : “No” : “If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hits the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward” = [ 0 : “No” 1 : “Yes” ] // Inputs input BeginRappel(void) : “BeginRappel” // Outputs output OnRappelTouchdown(void) : “Fires when done rappeling” ] @BaseClass = AlyxInteractable [ // Outputs output OnAlyxStartedInteraction(void) : “Fired when Alyx begins to interact with this entity.” output OnAlyxFinishedInteraction(void) : “Fired when Alyx has finished interacting with this entity.” input InteractivePowerDown(void) : “Shutdown this target.” ] @BaseClass base(Targetname, Origin, Angles, Global) = CombineBallSpawners [ spawnflags(Flags) = [ 4096 : “Start inactive” : 1 8192 : “Combine power supply” : 0 ] ballcount(integer) : “Ball count” : 3 : “This is how many balls will be bouncing around inside the spawner” minspeed(float) : “Min ball speed” : “300.0” : “The minimum speed of balls that fly in the spawner” maxspeed(float) : “Max ball speed” : “600.0” : “The maximum speed of balls that fly in the spawner” ballradius(float) : “Ball radius” : “20.0” : “The radius of the energy balls” balltype(choices) : “Ball Type” : “Combine Energy Ball 1” = [ 0 : “Combine Energy Ball 1” 1 : “Combine Energy Ball 2” 2 : “Combine Energy Ball 3” ] ballrespawntime(float) : “Ball Respawn Time” : “4.0f” : “The energy balls respawn time” input Enable(void) : “Enable spawning of combine balls” input Disable(void) : “Disable spawning of combine balls” output OnBallGrabbed(void) : “Fired when a combine ball is grabbed from the field by a mega physcannon” output OnBallReinserted(void) : “Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)” output OnBallHitTopSide(void) : “Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)” output OnBallHitBottomSide(void) : “Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)” output OnLastBallGrabbed(void) : “Fired when the last combine ball is grabbed from the field by a mega physcannon” output OnFirstBallReinserted(void) : “Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)” ] @PointClass base(BasePropPhysics) studioprop() = prop_combine_ball : “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.” [ // Inputs input Explode(void) : “Explode” ] @SolidClass base(Trigger, Angles) = trigger_physics_trap : “A volumetric trigger that disintegrates enemies” [ dissolvetype(choices) : “Dissolve Type” : “Energy” = [ 0 : “Energy” 1 : “Heavy electrical” 2 : “Light electrical” ] ] @SolidClass base(Trigger) = trigger_weapon_dissolve : “A volumetric trigger that dissolves all weapons within it” [ emittername(target_destination) : “Emitter Name” : “” : “Name of a single or multiple entities to use as the basis for the emitted effects.” // 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.” // Inputs input StopSound(void) : “Stops all sounds.” ] @SolidClass base(Trigger) = trigger_weapon_strip : “A volumetric trigger that strips combat characters of all weapons” [ KillWeapons(choices) : “Kill Weapons” : “No” = [ 0 : “No” 1 : “Yes” ] ] @SolidClass base(CombineBallSpawners) = func_combine_ball_spawner : “Spawns Combine balls.” [ output OnBallReinserted(void) : “Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)” output OnLastBallGrabbed(void) : “Fired when the last combine ball is grabbed from the field by a mega physcannon” ] @PointClass base(CombineBallSpawners) = point_combine_ball_launcher : “Launches Combine balls.” [ launchconenoise(float) : “Noise to launch direction” : “0.0” : “Noise in degrees added to the launch direction.” bullseyename(string) : “Name of bullseye” : “” : “If you select the Attach Bullseye spawnflag, you may specify a name here which will be given to the bullseye.” maxballbounces(integer) : “Max number of bounces” : 8 : “Maximum number of bounces the balls are allowed to do before they are removed.” spawnflags(Flags) = [ 1 : “Attach Bullseye” : 0 2 : “Balls should collide against player” : 0 ] // Inputs input LaunchBall(void) : “Launch a ball from the spawner.” ] @NPCClass base(BaseNPC) studio(“models/combine_soldier.mdl”) = npc_blob : “Blob” [ input FormPathShape(string) : “Tells the group to go distribute themselves along a shape defined by path corner entities” input SetRadius(float) : “Force the group to change the radius (density)” ] @NPCClass base(BaseNPC) studio(“models/Weapons/w_grenade.mdl”) = npc_grenade_frag : “Hand Grenade” [ input SetTimer(float) : “This input makes the grenade live, and specifies how many seconds before it explodes.” ] @NPCClass base(BaseNPC) sphere(sightdist) studio(“models/combine_soldier.mdl”) = npc_combine_cannon : “Combine Cannon” [ sightdist(float) : “Sight radius” : 1024 : “Radius distance at which the cannon is able to aquire enemies.” ] @NPCClass base(BaseNPC) sphere(innerradius) sphere(outerradius) studio(“models/combine_camera/combine_camera.mdl”) = npc_combine_camera : “Combine security camera” [ spawnflags(Flags) = [ 32 : “Always Become Angry On New Enemy” : 1 64 : “Ignore Enemies (Scripted Targets Only)” : 0 128 : “Start Inactive” : 0 ] innerradius(integer) : “Inner radius” : 300 : “The camera will only lock onto enemies that are within the inner radius.” outerradius(integer) : “Outer radius” : 450 : “The camera will flash amber when enemies are within the outer radius, but outside the inner radius.” minhealthdmg(integer) : “Min req’d damage for hurting camera” : 0 defaulttarget(target_destination) : “Default target” : “” : “The default target is the entity that the camera follows when it has no other target to track.” // Inputs input Disable(void) : “Disables the camera. If open, the camera closes.” input Enable(void) : “Enables the camera. If closed, the camera opens.” input Toggle(void) : “Toggle – If open, close. If closed, open.” input SetDefaultTargetEntity(string) : “Sets the entity for the camera to track when it has nothing better to track, by name.” input SetTargetEntity(string) : “Sets the entity for the camera to track now, by name.” input SetAngry(void) : “Causes the camera to become angry as if it has seen something upsetting.” input SetIdle(void) : “Causes the camera to calm down if it is angry.” output OnFoundPlayer(string) : “Fired when the player is spotted within the inner radius” output OnFoundEnemy(void) : “Fired when a non-player enemy is spotted within the inner radius.” ] @PointClass base(BaseNPC, Parentname, AlyxInteractable) studio( “models/combine_turrets/ground_turret.mdl” ) = npc_turret_ground : “Combine ground turret” [ input Enable(void) : “Turn turret on.” input Disable(void) : “Turn turret off.” output OnAreaClear(void) : “Fires when the turret can’t find any more enemies (7 second delay)” ] @PointClass base(Targetname, Angles, Studiomodel) studio( “models/combine_turrets/ceiling_turret.mdl” ) = npc_turret_ceiling : “Combine Ceiling Turret” [ spawnflags(Flags) = [ 32 : “Autostart” : 1 64 : “Start Inactive” : 0 128 : “Never Retire” : 0 256 : “Out of Ammo” : 0 ] minhealthdmg(integer) : “Min req’d damage for hurting turret” : 0 // Inputs input Enable(void) : “If closed, open.” input Disable(void) : “If open, close.” input Toggle(void) : “Toggle – If open, close. If closed, open.” // Outputs output OnDeploy(void) : “Turret is becoming active and dangerous.” output OnRetire(void) : “Turret is becoming inactive and harmless.” output OnTipped(void) : “Turret has been tipped over and is inactive.” ] @PointClass base(Targetname, Angles) studio( “models/combine_turrets/floor_turret.mdl” ) = npc_turret_floor : “Combine Floor Turret” [ spawnflags(Flags) = [ 32 : “Autostart” : 0 64 : “Start Inactive” : 0 128 : “Fast Retire” : 0 256 : “Out of Ammo” : 0 512 : “Citizen modified (Friendly)” : 0 ] SkinNumber(integer) : “Skin Number” : 0 : “Which skin to use for this turret. Set to 0 to select randomly.” // Inputs input Toggle(void) : “Toggle – If open, close. If closed, open.” input Enable(void) : “Enable the turret.” input Disable(void) : “Disable the turret.” input DepleteAmmo(void) : “Depletes all the ammo from a turret, causing it to dry-fire.” input RestoreAmmo(void) : “Restores ammo to a turret, allowing it to fire live rounds again.” input SelfDestruct(void) : “Causes the turret to warn and then explode.” // Outputs output OnDeploy(void) : “Turret is becoming active and dangerous.” output OnRetire(void) : “Turret is becoming inactive and harmless.” output OnTipped(void) : “Turret has been tipped over and is inactive.” output OnPhysGunPickup(void) : “Picked up with physgun” output OnPhysGunDrop(void) : “Released by physgun” ] @BaseClass base(BaseNPC) = VehicleDriverNPC [ vehicle(target_destination) : “Vehicle to drive” spawnflags(Flags) = [ 65536 : “Start Inactive” : 1 ] input StartFiring(void) : “Tell the driver to attack nearby enemies with the vehicle’s weaponry (if any)” input StopFiring(void) : “Tell the driver to stop attacking nearby enemies with the vehicle’s weaponry.” input GotoPathCorner(string) : “Tell the driver to go to a specific path corner and continue from there.” ] @NPCClass base(VehicleDriverNPC) studio(“models/roller.mdl”) = npc_vehicledriver : “NPC used to drive a target vehicle.” [ drivermaxspeed(float) : “Maxspeed (percentage of vehicle’s maxspeed).” : 1 driverminspeed(float) : “MinSpeed (percentage of vehicle’s maxspeed).” : 0 input SetDriversMaxSpeed(float) : “Set the Maxspeed (percentage of vehicle’s maxspeed).” input SetDriversMinSpeed(float) : “Set the Minspeed (percentage of vehicle’s maxspeed).” input StartForward(void) : “Tell the driver to start driving.” input Stop(void) : “Tell the driver to stop driving.” ] @NPCClass base(VehicleDriverNPC) studio(“models/roller.mdl”) = npc_cranedriver : “NPC used to drive cranes.” [ releasepause(float) : “Pause time before dropping a ForceDrop specified object.” : 0 // Inputs input ForcePickup(string) : “Force the driver to pickup the specified entity (by targetname)” input ForceDrop(string) : “Force the driver to drop the currently held object at the specified entity’s location.” // Outputs output OnPickedUpObject(void) : “Fired when the ForcePickup specified object has been picked up.” output OnDroppedObject(void) : “Fired when the ForceDrop specified object has been dropped.” output OnPausingBeforeDrop(void): “Fired at the start of the pause before dropping the ForceDrop specified object.” ] @NPCClass base(VehicleDriverNPC) studio(“models/roller.mdl”) = npc_apcdriver : “NPC used to drive an APC vehicle.” [ spawnflags(Flags) = [ 65536 : “No Rocket Attacks” : 0 131072 : “No Gun Attacks” : 0 ] drivermaxspeed(float) : “Maxspeed (percentage of vehicle’s maxspeed).” : 1 driverminspeed(float) : “MinSpeed (percentage of vehicle’s maxspeed).” : 0 input SetDriversMaxSpeed(float) : “Set the Maxspeed (percentage of vehicle’s maxspeed).” input SetDriversMinSpeed(float) : “Set the Minspeed (percentage of vehicle’s maxspeed).” 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” ] @NPCClass base(BaseNPC,AlyxInteractable) studio(“models/roller.mdl”) = npc_rollermine : “Roller Mine” [ spawnflags(Flags) = [ 65536 : “Friendly” : 0 131072 : “Use prop_physics collision rules” : 0 ] startburied(choices) : “Start Buried” : “No” = [ 0 : “No” 1 : “Yes” ] uniformsightdist(choices) : “Sight Distance” : 0 = [ 0 : “Ignore distant targets not in a vehicle (default).” 1 : “Equal visibility for all targets.” ] input TurnOn(void) : “Restore this rollermine to normal functionality.” input TurnOff(void) : “Make this rollermine completely inert. Does not run AI and NPCs will ignore it.” output OnPhysGunPickup(void) : “Picked up with physgun” output OnPhysGunDrop(void) : “Released by physgun” ] @NPCClass base(BaseNPC) studio(“models/missile_defense.mdl”) = npc_missiledefense : “Missile Defense” [ ] @NPCClass base(BaseNPC) studio(“models/combine_soldier.mdl”) = npc_sniper : “Sniper” [ radius(integer) : “Patience Radius” : 0 : “Sniper will hold fire until the target is within this radius. After that, sniper will always attack, even if the target retreats outside of this radius” misses(integer) : “Initial Misses” : 0 : “How many times to miss a target on purpose before beginning to fire accurately.” beambrightness(integer) : “Beam Brightness (0 to 255)” : 100 : “How bright the laser sight beam should be. (0 – 255)” shootZombiesInChest(choices) : “Shoot zombies in chest” : 0 : “If true, aim for chest instead of headcrab. Useful when at great distance and height.” = [ 0 : “No” 1 : “Yes” ] shielddistance(float) : “Bullet shield distance” : 64 : “Obsolete” shieldradius(float) : “Bullet shield radius” : 48 : “Obsolete” PaintInterval(float): “Paint interval” : 1 : “Sniper will keep a target painted for this many seconds before shooting. ‘Faster Shooting’ sniper flag multiplies this by 0.75.” PaintIntervalVariance(float): “Paint interval variance” : “0.75” : “When shooting at NPCs, a random number between 0 and this is added to PaintInterval for every shot.” // Inputs input EnableSniper(void) : “Enable Shooting” input DisableSniper(void) : “Disable Shooting” input SetDecoyRadius(integer) : “Set Decoy Radius” input SweepTarget(string) : “Sweep a Target” input SweepTargetHighestPriority(string) : “Drop everything and sweep this target!” input SweepGroupRandomly(string) : “Randomly Sweep a Group” input StopSweeping(void) : “Stop any target sweeping operation started by entity I/O” input ProtectTarget(target_destination) : “Protect the specified enemy. The sniper will attempt to shoot the enemy nearest the protect target at all times.” input SetPaintInterval(float) : “Set PaintInterval field.” input SetPaintIntervalVariance(float) : “Set PaintIntervalVariance field.” output OnShotFired(void) : “Fires when sniper fires a shot” spawnflags(Flags) = [ 65536 : “Hidden” : 0 131072 : “Laser Viewcone” : 0 262144 : “No Corpse” : 0 524288 : “Start Disabled” : 0 1048576 : “Faster shooting (Episodic)” : 0 2097152 : “No sweep away from target (Episodic)” : 0 ] ] @PointClass base(Targetname, Parentname, EnableDisable) iconsprite(“editor/info_target.vmt”) sphere(radius) = info_radar_target : “Jalopy Radar Beacon” [ radius(float) : “Effective Radius” : 6000 : “How close the Jalopy must be to detect this beacon. If this radius is -1, the range is infinite” type(choices) : “Type of target” : 0 = [ 0 : “Generic Citizen Beacon” 1 : “Magnussen RDU Beacon” 2 : “Dog” 3 : “Ally Installation” ] mode(choices) : “Mode” : 0 = [ 0 : “Default” 1 : “Sticky – once detected, ignore effective radius.” ] ] @PointClass base(Targetname, Angles, EnableDisable) iconsprite(“editor/info_target.vmt”) = info_target_vehicle_transition : “Vehicle Transition Point” [ ] @PointClass base(Targetname, Parentname) iconsprite(“editor/info_target.vmt”) = info_snipertarget : “Sniper Target” [ speed(integer) : “Sweep to speed” : 2 groupname(string) : “Group Name” spawnflags(Flags) = [ 1 : “Shoot Me” : 0 2 : “No Interruptions” : 0 // 4 : “Snap Shot” : 0 OBSOLETE NOW but don’t overwrite, in case some levels need legacy support. 8 : “Resume if Interrupted” : 0 16: “Snap to me” : 0 ] ] @PointClass base(Targetname, Angles) studio() = prop_thumper : “Thumper” [ model(studio) : “World model” : “models/props_combine/CombineThumper002.mdl” dustscale(choices) : “Dust Scale” : “Small Thumper” = [ 128 : “Small Thumper” 256 : “Large Thumper” ] input Enable(void) : “Enable Thumper” input Disable(void) : “Disable Thumper” output OnThumped(void) : “Fires when thumper impacts the ground.” EffectRadius(integer) : “Effect Radius” : 1000 : “Radius of the thumper’s sound. EPISODIC ONLY.” ] @NPCClass base(BaseNPC) studio(“models/antlion.mdl”) sphere() = npc_antlion : “Antlions will run away from ai_sound, type: Thumper.” [ startburrowed(choices) : “Start Burrowed” : “No” = [ 0 : “No” 1 : “Yes” ] spawnflags(Flags) = [ 65536 : “Burrow when eluded” : 0 131072 : “Use Ground Checks” : 0 262144 : “Worker Type” : 0 ] radius(integer) : “Alert Radius” : 256 eludedist(integer) : “Distance until eluded” : 1024 : “Only available when Burrow When Eluded is flagged” ignorebugbait(choices) : “Ignore Bugbait” : “No” = [ 0 : “No” 1 : “Yes” ] unburroweffects(choices) : “Suppress unburrow effects” : “No” = [ 0 : “No” 1 : “Yes” ] input Unburrow(void) : “Unburrow from the ground” input Burrow(void) : “Burrow into the ground” input BurrowAway(void) : “Burrow into the ground and remove the antlion” input FightToPosition(string) : “Fight to position” input EnableJump(void) : “Allow non-navigational jumping” input DisableJump(void) : “Disallow non-navigational jumping” input IgnoreBugbait(void) : “Ignore bugbait” input HearBugbait(void) : “Hear bugbait” output OnReachedFightGoal(void) : “Fires when the antlion reaches his specified fight-to location” output OnUnBurrowed(void) : “Fires when the antlion unburrows” ] @NPCClass base(BaseNPC) studio(“models/antlion_guard.mdl”) = npc_antlionguard : “Antlion Guard” [ spawnflags(Flags) = [ 65536 : “Create server-side ragdoll on death” : 0 131072 : “Use inside footsteps” : 0 ] startburrowed(choices) : “Start Burrowed” : “No” = [ 0 : “No” 1 : “Yes” ] allowbark(choices) : “Allow Bark” : “No” = [ 0 : “No” 1 : “Yes” ] cavernbreed(choices) : “Cavern Guard Model and Texture” : “No” = [ 0 : “No” 1 : “Yes” ] incavern(choices) : “Use inside-Cavern Behavior” : “No” = [ 0 : “No” 1 : “Yes” ] shovetargets(string) : “Shove Targets” : “” // Inputs input Unburrow(void) : “Unburrow from the ground” input SetShoveTarget(string) : “Sets a shove target to attack” input SetChargeTarget(string) : “Sets a charge target to attack. Parameters are the name of the entity to start at and the name of the entity to charge towards, separated by a space (i.e. start target)” input ClearChargeTarget(void) : “Clear the charge target” input SetCoverFromAttack(integer) : “Sets whether or not the creature will protect itself from attacks” input Ragdoll(void) : “Causes the antlion guard to die, regardless of health” input EnableBark(void) : “Allow the antlion guard to try and summon antlions” input DisableBark(void) : “Stop the antlion guard from trying to summon antlions” input InvestigateHint(string) : “Sniff around at a hint group until told otherwise” input StopInvestigating(void) : “Stop trying to sniff out the player” input EnablePreferPhysicsAttack(void) : “Prefer to use physics attacks if at all possible, even when inside a cavern.” input DisablePreferPhysicsAttack(void) : “Do not prefer to use physics attacks if at all possible, even when inside a cavern.” // Outputs output OnSeeHiddenPlayer(void) : “Fires when the current enemy is seen while trying to hide” output OnSmellHiddenPlayer(void) : “Fires when the current enemy is smelled while trying to hide” output OnSummon(void) : “Antlion guard is attempting to summon antlions” ] @NPCClass base(BaseNPC) studio(“models/crow.mdl”) = npc_crow : “Crow” [ input FlyAway( string ) : “Forces the crow to fly to the nearest crow flyto hint node.” deaf(choices) : “Deaf?” : 0 = [ 0 : “No.” 1 : “Yes. Ignore sounds.” ] ] @NPCClass base(BaseNPC) studio(“models/seagull.mdl”) = npc_seagull : “Seagull” [ input FlyAway( string ) : “Forces the seagull to fly to the nearest crow flyto hint node.” deaf(choices) : “Deaf?” : 0 = [ 0 : “No.” 1 : “Yes. Ignore sounds.” ] ] @NPCClass base(BaseNPC) studio(“models/pigeon.mdl”) = npc_pigeon : “Pigeon” [ input FlyAway( string ) : “Forces the pigeon to fly to the nearest crow flyto hint node.” deaf(choices) : “Deaf?” : 0 = [ 0 : “No.” 1 : “Yes. Ignore sounds.” ] ] @NPCClass base(BaseNPC) studio(“models/ichthyosaur.mdl”) = npc_ichthyosaur : “Ichthyosaur. Not fully functional” [ ] @BaseClass base(BaseNPC) = BaseHeadcrab [ startburrowed(choices) : “Start burrowed” : “No” = [ 0 : “No” 1 : “Yes” ] spawnflags(flags) = [ 65536 : “Start hidden” : 0 131072 : “Start hanging from ceiling” : 0 ] input StartHangingFromCeiling(void) : “Start hanging from ceiling.” input DropFromCeiling(void) : “Drop if hanging from ceiling.” ] @NPCClass base(BaseHeadcrab, Parentname) studio(“models/Headcrabclassic.mdl”) = npc_headcrab : “Headcrab” [ ] @NPCClass base(BaseHeadcrab) studio(“models/Headcrab.mdl”) = npc_headcrab_fast : “Fast Headcrab” [ ] @NPCClass base(BaseHeadcrab) studio(“models/Headcrabblack.mdl”) = npc_headcrab_black : “Black Headcrab” [ ] @NPCClass base(BaseNPC) studio(“models/Stalker.mdl”) = npc_stalker : “Stalker” [ BeamPower(choices) : “Beam Power” : “Low” = [ 0 : “Low” 1 : “Medium” 2 : “High” ] ] @NPCClass base(Parentname, BaseNPC) iconsprite(“editor/bullseye.vmt”) color(255 0 0) = npc_bullseye : “Bullseye” [ // Unlike other NPCs level designers are allowed to set the health on bullseyes health(Integer) : “Health” : 35 minangle(string) : “Minimum Angle” : “360” : “Angle from the bullseye required for bullseye to be a valid enemy” mindist(string) : “Minimum Distance” : “0” : “Distance from the bullseye required for bullseye to be a valid enemy” autoaimradius(float) : “Autoaim Radius” : “0” : “Radius of autoaim influence. Use ent_autoaim to visualize.” spawnflags(Flags) = [ 65536 : “Not Solid” : 0 131072 : “Take No Damage” : 0 262144 : “Enemy Damage Only” : 0 524288 : “Bleed” : 0 1048576 : “Perfect Accuracy” : 0 2097152 : “Collide against physics objects (Creates VPhysics Shadow)” : 0 ] output OnTargeted(void) : “Fires when targeted” output OnReleased(void) : “Fires when no longer targeted” ] @NPCClass base(Parentname, BaseNPC) size(-16 -16 -16, 16 16 16) color(255 150 0) = npc_enemyfinder : “EnemyFinder” [ spawnflags(flags) = [ 65536 : “Check Visibility” : 1 131072 : “APC Visibility checks” : 0 262144 : “Short memory” : 0 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 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_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” StartOn(choices) : “Start On” : 1 = [ 0 : “No” 1 : “Yes” ] // Inputs input TurnOn(void) : “Turn on: Look for enemies” input TurnOff(void) : “Turn off: Stop looking for enemies” output OnLostEnemies(void) : “Fires when the enemy finder has no enemies.” output OnAcquireEnemies(void) : “Fires when the enemy finder acquires enemies.” ] @NPCClass base(Parentname, BaseNPC) size(-16 -16 -16, 16 16 16) color(255 150 0) = npc_enemyfinder_combinecannon : “EnemyFinder Specifically for use with func_tank_combine_cannon” [ spawnflags(flags) = [ 65536 : “Check Visibility” : 1 131072 : “APC Visibility checks” : 0 262144 : “Short memory” : 0 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 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_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” StartOn(choices) : “Start On” : 1 = [ 0 : “No” 1 : “Yes” ] // Inputs input TurnOn(void) : “Turn on: Look for enemies” input TurnOff(void) : “Turn off: Stop looking for enemies” input SetWideFOVForSeconds(float) : “Gives this enemyfinder a 180 degree viewcone for the number of seconds specified in the parameter override” output OnLostEnemies(void) : “Fires when the enemy finder has no enemies.” output OnAcquireEnemies(void) : “Fires when the enemy finder acquires enemies.” ] @NPCClass base(BaseNPC,Parentname, TalkNPC, PlayerCompanion ) studio() = npc_citizen : “Citizen” [ spawnflags(Flags) = [ 65536 : “Follow player on spawn” : 0 131072 : “Medic” : 0 262144 : “Random Head” : 1 524288 : “Ammo Resupplier” : 0 1048576 : “Not Commandable” : 0 2097152 : “Don’t use Speech Semaphore – OBSOLETE” : 0 4194304 : “Random male head” : 0 8388608 : “Random female head” : 0 16777216 : “Use RenderBox in ActBusies” : 0 ] additionalequipment(choices) : “Weapons” : “0” = [ “weapon_smg1” : “SMG1” “weapon_ar2” : “AR2” “weapon_stunstick” : “Stun Stick” “weapon_crowbar” : “Crow Bar” “weapon_shotgun” : “Shotgun” “weapon_beerbottle” : “Beer Bottle” “weapon_beerbottle2” : “Beer Bottle2” “weapon_rpg” : “RPG” “0” : “Nothing” ] ammosupply(choices) : “Ammo to Resupply (if spawnflag set)” : “SMG1” = [ “Pistol” : “Pistol” “SMG1” : “SMG1” “SMG1_Grenade” : “SMG1 Grenade” “AR2” : “AR2” “Buckshot” : “Shotgun” “RPG_Round” : “RPG” “Grenade” : “Grenade” “XBowBolt” : “Crossbow Bolt” ] ammoamount(integer) : “Amount of ammo to give” : 1 citizentype(choices) : “Type” : “Default” = [ 0 : “Default” 1 : “Downtrodden” 2 : “Refugee” 3 : “Rebel” 4 : “Unique” ] expressiontype(choices) : “Expression Type” : “Random” = [ 0 : “Random” 1 : “Scared” 2 : “Normal” 3 : “Angry” ] //!!!BUGBUG – don’t ship with these names //!!!FIXME – don’t ship with these names model(choices) : “Model” : “models/humans/group01/male_01.mdl” = [ “models/humans/group01/male_01.mdl” : “Male 1” “models/humans/group01/male_02.mdl” : “Male 2” “models/humans/group01/male_03.mdl” : “Male 3” “models/humans/group01/male_04.mdl” : “Male 4” “models/humans/group01/male_05.mdl” : “Male 5” “models/humans/group01/male_06.mdl” : “Male 6” “models/humans/group01/male_07.mdl” : “Male 7” “models/humans/group01/male_08.mdl” : “Male 8” “models/humans/group01/male_09.mdl” : “Male 9” “models/humans/group01/female_01.mdl” : “Female 1” “models/humans/group01/female_02.mdl” : “Female 2” “models/humans/group01/female_03.mdl” : “Female 3” “models/humans/group01/female_04.mdl” : “Female 4” “models/humans/group01/female_06.mdl” : “Female 5” “models/humans/group01/female_07.mdl” : “Female 6” “models/humans/male_cheaple.mdl” : “Cheaple Male 1” “models/odessa.mdl” : “Odessa. DO NOT USE.” ] ExpressionOverride(string) : “Facial expression override” notifynavfailblocked(choices) : “Fire output when Nav is blocked?” : 0 = [ 0 : “No” 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.” = [ 0 : “No. This is default behavior.” 1 : “Yes, stay in squad until death.” ] denycommandconcept(string) : “Deny command speech concept” : “” : “If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order.” //Inputs input RemoveFromPlayerSquad(void) : “Remove from player squad, instantly.” input SetExpressionOverride(string) : “Set facial expression override” input StartPatrolling(void) : “Patrol whenever I’m idle or alert.” input StopPatrolling(void) : “Stop patrolling when I’m idle or alert.” input SetCommandable(void) : “Make a previously uncommandable citizen commandable” input SetMedicOn(void) : “Set the medic flag on. Will not change the model or skin of the citizen.” input SetMedicOff(void) : “Set the medic flag off. Will not change the model or skin of the citizen.” input SetAmmoResupplierOn(void) : “Set the ammo-resupplier flag on. Will not change the model or skin of the citizen.” input SetAmmoResupplierOff(void) : “Set the ammo-resupplier flag off. Will not change the model or skin of the citizen.” // Outputs output OnJoinedPlayerSquad(void) : “Fires when joins player squad” output OnLeftPlayerSquad(void) : “Fires when leaves player squad” 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.” ] @NPCClass base(BaseNPC) studio(“models/Barney.mdl”) = npc_fisherman : “Fisherman” [ ExpressionOverride(string) : “Facial expression override” input SetExpressionOverride(string) : “Set facial expression override” ] @NPCClass base(TalkNPC, BaseNPC, PlayerCompanion) studio(“models/Barney.mdl”) = npc_barney : “Barney” [ additionalequipment(choices) : “Weapons” : “weapon_pistol” = [ “weapon_pistol” : “Pistol” “weapon_smg1” : “SMG1” “weapon_stunstick” : “Stun Stick” “weapon_shotgun” : “Shotgun” “weapon_ar2” : “AR2” “0” : “Nothing” ] ExpressionOverride(string) : “Facial expression override” input SetExpressionOverride(string) : “Set facial expression override” // Outputs output OnPlayerUse(void) : “Fires when a player +USEs Barney” ] @BaseClass base(BaseNPC, RappelNPC) = BaseCombine [ additionalequipment(choices) : “Weapons” : “weapon_smg1” = [ “weapon_ar2” : “AR2” “weapon_shotgun” : “Shotgun” “weapon_smg1” : “SMG1” “weapon_stunstick” : “Stun Stick” “0” : “Nothing” ] spawnflags(Flags) = [ 65536 : “Start LookOff” : 0 131072 : “Don’t drop grenades” : 0 262144 : “Don’t drop ar2 alt fire (elite only) ” : 0 ] NumGrenades(choices) : “Number of Grenades” : “5” = [ “0” : “None” “1” : “1” “2” : “2” “3” : “3” “4” : “4” “5” : “5” “999999” : “Unlimited” ] // Inputs input LookOn(void) : “Look normally” input LookOff(void) : “Don’t look for myself, use other squad member’s eyes” input StartPatrolling(void) : “Patrol whenever I’m idle or alert.” input StopPatrolling(void) : “Stop patrolling when I’m idle or alert.” input ThrowGrenadeAtTarget(target_destination) : “Throw a grenade at the specified target.” ] @NPCClass base(BaseCombine) studio(“models/Combine_Soldier.mdl”) = npc_combine_s : “Combine Soldier” [ input Assault(string) : “Start an assault. Parameter passed in should be the name of the rally point.” model(choices) : “Model” : “models/combine_soldier.mdl” : “Regular Soldier” = [ “models/combine_soldier.mdl” : “Regular Soldier” “models/combine_soldier_prisonguard.mdl” : “Nova Prospekt Soldier” “models/combine_super_soldier.mdl” : “Elite Soldier” ] tacticalvariant(choices) : “Tactical Variant” : “0” = [ “0” : “Normal Tactics” “1” : “Pressure the enemy (Keep advancing)” “2” : “Pressure until within 30ft, then normal” ] usemarch(choices) : “Walk Easy” : “0” : “When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds. WARNING: this animation only has a north component. For use under very special circumstances only.” = [ “0” : “No” “2” : “Yes” ] ] @PointClass base(Parentname, BaseNPC) studio(“models/junk/w_traffcone.mdl”) = npc_launcher : “Launcher” [ spawnflags(Flags) = [ 65536 : “Check LOS” : 1 ] StartOn(choices) : “Start On” : 0 = [ 0: “Off” 1: “On” ] MissileModel(studio) : “Missile Model” : “models/Weapons/wscanner_grenade.mdl” LaunchSound(sound) : “Launch Sound” : “npc/waste_scanner/grenade_fire.wav” FlySound(sound) : “Fly Sound”: “ambient/objects/machine2.wav” SmokeTrail(choices) : “Smoke Trail” : 1 = [ 0: “Off” 1: “On” 2: “On Homing” ] LaunchSmoke(choices) : “Launch Smoke” : 1 = [ 0: “Off” 1: “On” ] 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” 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” HomingRampUp(string) : “Homing Ramp Up” : “0.5” : “Number of seconds it takes to reach full homing strength after homing delay” 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” 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” // Outputs output OnLaunch(void) : “Fires when missile is launched” // Inputs input TurnOn(void) : “Turn on Launcher” input TurnOff(void) : “Turn off Launcher” input LOSCheckOn(void) : “Start checking line of sight before firing” input LOSCheckOff(void) : “Stop checking line of sight before firing” input SetEnemyEntity(string) : “Set entity I should attack. Ignores visibility. (output from other entity only)” input ClearEnemyEntity(void) : “Clear set enemy enemy” input FireOnce(void) : “Fire Once (if have enemy)” ] @NPCClass base(BaseNPC) studio(“models/hunter.mdl”) = npc_hunter : “A smaller, faster, strider that can pursue the player into buildings.” [ FollowTarget(target_destination) : “Strider to Follow” : “” : “The name of the strider that this hunter should follow.” // Inputs input FollowStrider(target_destination) : “Sets the name of the strider that this hunter should follow.” input SetMinigunTime(float) : “Time to shoot at any set minigun target.” input SetMinigunTarget(string) : “Hunter will shoot minigun at the named target.” input DisableShooting(void) : “Forces the hunter to be melee-only.” input EnableShooting(void) : “Allows the hunter to use range attacks or melee attacks.” input DisableSquadShootDelay(void) : “Disables the delay between range attacks for squads of hunters, allowing them to shoot as frequently as they wish.” input EnableSquadShootDelay(void) : “Enables the delay between range attacks for squads of hunters.” input EnableUnplantedShooting(void) : “Used mainly for scripted attacks against bullseyes. Enables the hunter to shoot without having to plant first.” input DisableUnplantedShooting(void) : “Returns the hunter to normal after a call to EnableUnplantedShooting.” input DoPhysicsBlast(void) : “Hunter will instantly do the defensive physics blast.” input Crouch(void) : “Crouch down.” input Stand(void) : “Stand up from crouch.” input DisableCrouchWalk(void) : “UNUSED: Prevents the hunter from crouch walking.” input EnableCrouchWalk(void) : “UNUSED: Allows the hunter to crouch walk.” input UseSiegeTargets(string) : “Pass in the name of info_targets to shoot at when I can’t shoot at the player.” ] @PointClass base(npc_template_maker) iconsprite(“editor/npc_maker.vmt”) = npc_hunter_maker : “An entity that creates hunters. The NPCs it creates are clones of a template NPC.” [ ] @NPCClass base(BaseNPC) studio() = npc_advisor : “An adorable sluglike alien with benevolent psychic powers.” [ model(studio) : “World model” : “models/advisor.mdl” levitationarea(string) : “Levitation Area” : “” : “Trigger volume inside which levitated objects reside” levitategoal_bottom(target_destination) : “Levitation Goal Bottom” : “” : “Objects will levitate at least this high” levitategoal_top(target_destination) : “Levitation Goal Top” : “” : “Objects will levitate at least this high” staging_ent_names(string) : “Staging Position Names” : “” : “All entities with this name will be considered staging positions for the throw behavior.” priority_grab_name(string) : “Priority Name For Grabbing” : “” : “If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.” output OnPickingThrowable(void) : “Fires just before I pick something to hurl” output OnThrowWarn(void) : “Fires when I trigger the warning green glow before tossing” output OnThrow(void) : “Fires just after I throw something” output OnHealthIsNow(integer) : “When I am damaged, my hitpoints thereafter” input SetThrowRate(float) : “Advisor will throw an object once per this many seconds (plus a little more)” input WrenchImmediate(string) : “Advisor will immediately start levitating all objects with this name” input SetStagingNum(integer): “Advisor will stage this many objects at once, then barrage the player.” input PinPlayer(string) : “Advisor will wrench the player to this point in the air. Use a null param to let go.” input BeamOn(string) : “Start a psychic-TK effect beam from the advisor to the specified object. You must remember to turn it off later.” input BeamOff(string) : “Turn off a psychic-TK effect beam from the advisor to the specified object.” input ELightOn(void) : “Turn on an entity light at my location. Please remember to turn this off.” input ELightOff(void) : “Turn off my entity light.” input DoNothing(void) : “” ] @PointClass base(Targetname, Parentname, EnableDisable) = env_sporeexplosion : “Bugbait Spore Effect” [ spawnrate(float) : “Spawn Rate (as percentage)” : “25” : “How dense the spore effect is” ] @PointClass base(Targetname, Parentname, Targetname, EnableDisable) = env_gunfire : “Gunfire Effect” [ target(target_destination) : “Target” : “” : “Shoot at this target. REMEMBER – this is an effect only! It does not do damage!” minburstsize(integer) : “Min Burst Size” : 2 : “Minimum number of rounds in a burst.” maxburstsize(integer) : “Max Burst Size” : 7 : “Maximum number of rounds in a burst.” minburstdelay(float) : “Min Delay Between Bursts” : 2 : “Minimum delay between bursts. (seconds)” maxburstdelay(float) : “Max Delay Between Bursts” : 5 : “Maximum delay between bursts. (seconds)” rateoffire(float) : “Rate of fire” : 10 : “Expressed as rounds per second” spread(choices) : “Bullet spread” : 5 : “The ‘cone of inaccuracy’ of the shots fired by this entity.” = [ 1 : “1 Degree” 5 : “5 Degrees” 10 : “10 Degrees” 15 : “15 Degrees” ] bias(choices) : “Bullet distribution should be…” : 1 : “How to distribute bullets within the spread. Even distribution is a true scatter throughout the spread. Biased towards the outside makes the shots ‘miss’ the target by tending towards the outside of the spread.” = [ 1 : “Evenly distributed” -1 : “Biased towards the outside” ] collisions(choices) : “Collision detection” : 0 : “Whether/how to handle bullet collision detection. NOTE: If you select NONE, this entity will be very cheap to use, but all bullets will stop short at their target’s position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything).” = [ 0 : “None. Cheap for performance.” 1 : “Normal collision detection.” ] shootsound(choices) : “Shoot Sound” : “Weapon_AR2.NPC_Single” : “Gunfire sound to make” = [ “Weapon_AR2.NPC_Single” : “AR2” “Weapon_SMG1.NPC_Single” : “SMG1” ] tracertype(choices) : “Tracer” : “AR2TRACER” : “Type of tracer to display” = [ “Tracer” : “Default” “AR2TRACER” : “AR2” ] ] @PointClass base(Parentname,Angles,Targetname) sphere(DamageRadius) studio(“models/props_combine/headcrabcannister01b.mdl”) = env_headcrabcanister : “Headcrab canister” [ spawnflags(Flags) = [ 1 : “No Impact Sound” : 0 2 : “No Launch Sound” : 0 4096 : “Start Impacted” : 0 8192 : “Land at initial position” : 0 16384 : “Wait for input to open” : 0 32768 : “Wait for input to spawn headcrabs” : 0 65536 : “No smoke” : 0 131072 : “No shake” : 0 262144 : “Remove on impact” : 0 524288 : “No impact effects” : 0 ] HeadcrabType(choices) : “Which headcrab to spawn?” : 0 = [ 0 : “Normal headcrabs” 1 : “Fast Headcrabs” 2 : “Poison Headcrabs” ] HeadcrabCount(integer) : “Headcrab count” : 6 : “Number of headcrabs to spawn on impact” FlightSpeed(float) : “Flight Speed” : 3000 : “Speed to fly through the air” FlightTime(float) : “Flight Time” : 5 : “Time to fly through the air in seconds” StartingHeight(float) : “Starting Height” : 0 : “Relative height from the landing position at which the canister should be launched. Positive values mean launch it above the impact point, negative values mean launch it below.” MinSkyboxRefireTime(float) : “Min Refire Time” : 0 : “Min number of seconds before the cannister is refired. This will only work for cannisters placed in the skybox.” MaxSkyboxRefireTime(float) : “Max Refire Time” : 0 : “Max number of seconds before the cannister is refired. This will only work for cannisters placed in the skybox.” SkyboxCannisterCount(integer) : “Cannister count” : 1 : “Number of cannisters to fire in the skybox (0 means fire continuously, forever).” Damage(float) : “Impact damage” : 150 : “Max damage the canister applies on impact” DamageRadius(float) : “Impact damage radius”: 750 : “Max radius of the impact damage for the canister” SmokeLifetime(float) : “Smoke Duration” : 30 : “Duration that the canister smokes. -1 means always smoke.” LaunchPositionName(target_destination) : “Launch Position Name” : “” : “If the canister should launch to it’s origin from another point within the world, this should specify an info_target at the launch origin.” // Inputs input FireCanister(void) : “Fire the canister” input OpenCanister(void) : “Opens the canister (must be called after the OnImpacted output is fired)” input SpawnHeadcrabs(void) : “Spawns headcrabs (must be called after the OnImpacted output is fired and after OpenCanister is triggered, if the Wait for Input to open spawnflag is checked.)” input StopSmoke(void) : “Stops the smoke if it’s on” // Outputs output OnLaunched(string) : “Fired when the canister is launched” output OnImpacted(void) : “Fires when canister hits the ground” output OnOpened(void) : “Fires when canister has finished opening” ] @NPCClass base(BaseNPC, TalkNPC, PlayerCompanion) studio() = npc_vortigaunt : “Vortigaunt” [ model(studio) : “World model” : “models/vortigaunt.mdl” ArmorRechargeEnabled(choices) : “Allow Armor Recharging” : 1 = [ 0 : “No” 1 : “Yes” ] HealthRegenerateEnabled(choices) : “Regenerate Health” : 0 : “Whether or not the vortigaunt will recover his own health over time like vital allies, while in combat” = [ 0 : “No” 1 : “Yes” ] // Inputs input EnableArmorRecharge(void) : “Allow armor recharging on players” input DisableArmorRecharge(void) : “Do not allow armor recharging on players” input ExtractBugbait(string) : “Causes the vortigaunt to extract bugbait from the named target passed in.” input ChargeTarget(string) : “Force the vortigaunt to charge the named target.” input EnableHealthRegeneration(void) : “Allow the vortigaunt to start regenerating his health over time, like vital allies.” input DisableHealthRegeneration(void) : “Stop the vortigaunt from regenerating his health. (Default behavior)” input TurnBlue(bool) : “If true, turn blue. If false, turn green. (Episodic).” input TurnBlack(bool) : “If true, turn black. If false, be seen. (Episodic).” input BeginCarryNPC(void) : “Begin to override our animations for ‘carrying’ an NPC. (Episodic)” input EndCarryNPC(void) : “Stop overriding our animations for ‘carrying’ an NPC. (Episodic)” // Outputs output OnFinishedExtractingBugbait(void) : “Fires when the vortigaunt’s finished extracting bugbait from a target.” output OnFinishedExtractingTauCannon(void) : “Fires when the vortigaunt’s finished extracting the tau cannon from the jeep.” output OnFinishedChargingTarget(void) : “Fires when the vortigaunt has finished charging a target.” output OnPlayerUse(void) : “Fires when a player +USEs the vortigaunt.” ] @NPCClass base(BaseNPC) = npc_spotlight : “Spotlight” [ spawnflags(Flags) = [ 65536 : “Start Track On” : 1 131072 : “Start Light On” : 1 262144 : “No Dynamic Light” : 0 524288 : “Never Move” : 0 ] health(Integer) : “Health” : 100 YawRange(integer) : “YawRange” : 90 PitchMin(integer) : “PitchMin” : 35 PitchMax(integer) : “PitchMax” : 50 IdleSpeed(integer) : “IdleSpeed” : 2 AlertSpeed(integer) : “AlertSpeed” : 5 spotlightlength(integer) : “SpotlightLength” : 500 spotlightwidth(integer) : “SpotlightWidth” : 50 rendercolor(color255) : “Color (R G B)” : “255 255 255” // Inputs input LightOn(void) : “LightOn” input LightOff(void) : “LightOff” input TrackOn(void) : “TrackOn” input TrackOff(void) : “TrackOff” // Outputs output OnAlert(void) : “Fires when the spotlight alerted by sound” output DetectedEnemy(string) : “Outputs enemy entity when spotlight finds and starts tracking enemy” output LostEnemy(string) : “Outputs enemy entity when spotlight loses enemy that it’s tracking, if enemy still exists” output SquadDetectedEnemy(string) : “Outputs enemy entity when squad finds and starts tracking enemy” output SquadLostEnemy(string) : “Outputs enemy entity when squad loses enemy that it’s tracking, if entity still exists” output LightPosition(string) : “Position of the end of the spotlight beam” ] @NPCClass base(BaseNPC) studio() = npc_strider : “Strider” [ model(choices) : “Model” : “models/combine_strider.mdl” : “Standard strider” = [ “models/combine_strider.mdl” : “Standard strider” “models/combine_strider_vsdog.mdl” : “The Strider that fights Dog” ] spawnflags(Flags) = [ 65536 : “Can Stomp Player” : 0 131072 : “Minimal damage taken from NPCs (1 point per missile)” : 0 ] //Inputs input SetMinigunTime(float) : “Time to shoot at any set minigun target” input SetMinigunTarget(string) : “Strider will shoot minigun at this” input DisableMinigun(void) : “Disables the minigun until further notice by the EnableMinigun input.” input EnableMinigun(void) : “Enables the minigun if it was disabled by the DisableMinigun input.” input SetCannonTarget(string) : “Strider will shoot cannon at this” input FlickRagdoll(void) : “Strider will flick anyone he’s skewered” input StartPatrol(void) : “Start patrolling back and forth along the current track.” input StopPatrol(void) : “Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he’s currently flying toward.” input ChooseFarthestPathPoint(void) : “When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range” input ChooseNearestPathPoint(void) : “When tracking an enemy, choose the point on the path nearest from the enemy” input Crouch(void) : “Crouch down” input CrouchInstantly(void) : “Crouch instantly. This makes the Strider pop to a crouch. Do not do this where players can observe.” input Stand(void) : “Stand up from crouch” input DisableCrouchWalk(void) input EnableCrouchWalk(void) input SetTargetPath(string) : “Set a path for the strider to patrol. The strider will first move to the closest point on the path” input ClearTargetPath(void) : “Clear the strider patrol path” input EnableAggressiveBehavior(void) : “Use aggressive behavior. Fire faster, more frequently” input DisableAggressiveBehavior(void) : “Stop using aggressive behavior. (Revert to normal)” input StopShootingMinigunForSeconds(float) : “Stop shooting the minigun for a period of time (specify seconds as parameter)” input DisableCrouch(void) : “Prevent the Strider from crouching” input DisableMoveToLOS(void) : “Prevent the Strider from seeking Line of Sight to target. (Hold position)” input DisableCollisionWith(string) : “Disable collision with a given object.” input EnableCollisionWith(string) : “Reenable collision with a given object.” input ScaleGroundSpeed(float) : “Scale the movement speed of the strider” disablephysics(choices) : “Disable physics (reduce CPU)” : 0 = [ 0 : “No” 1 : “Yes” ] ] @NPCClass base(BaseNPC, BaseFadeProp) studio(“models/Barnacle.mdl”) sphere(fademindist) sphere(fademaxdist) = npc_barnacle : “Barnacle” [ spawnflags(Flags) = [ 65536 : “Cheap death” : 0 131072 : “Ambush Mode” : 0 ] RestDist(float) : “Rest Distance” : 16 : “Distance above the ground that the tongue should lie when the barnacle is at rest” input DropTongue(void) : “Drop tongue” input SetDropTongueSpeed(integer) : “Set Drop Tongue speed” input LetGo(void) : “Let go of anything I am holding.” output OnGrab(string) : “When I attach my tongue to something” output OnRelease(string) : “When I let go of something” ] @NPCClass base(BaseHelicopter) studio(“models/gunship.mdl” ) = npc_combinegunship : “Combine Gunship” [ // Inputs 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 SetPenetrationDepth( float ) : “Set penetration depth of bullets” input SetDockingBBox( void ) : “Shrink Bounding Box” input SetNormalBBox( void ) : “Set Bounding Box to normal size” input EnableGroundAttack( void ) : “Allow the gunship to use its ground attack” input DisableGroundAttack( void ) : “Don’t allow the gunship to use its ground attack” input DoGroundAttack( string ) : “Causes the gunship to execute its ground attack” input BecomeInvulnerable( void ): “Stops the gunship from taking damage, but still makes sounds effects” input BecomeVulnerable( void ): “Makes the gunship act normally to damage” input EnableRotorSound(void) : “Turns on rotor sounds” input DisableRotorSound(void) : “Turns off rotor sounds” // Outputs output OnFireCannon(void) : “Fires when the gunship fires a cannon round” output OnFirstDamage( void ) : “Fired when the first damage is done to the gunship.” output OnSecondDamage( void ) : “Fired when the second damage is done to the gunship.” output OnThirdDamage( void ) : “Fired when the third damage is done to the gunship.” output OnFourthDamage( void ) : “Fired when the fourth damage is done to the gunship.” spawnflags(Flags) = [ 4096 : “No ground attack” : 0 ] ] @PointClass base(Targetname, Parentname) iconsprite(“editor/info_target.vmt”) = info_target_helicopter_crash : “Helicopter Crash Target” [ ] @PointClass base(Targetname, Parentname) iconsprite(“editor/info_target.vmt”) = info_target_gunshipcrash : “Gunship Crash Target” [ input Enable(void) : “Enable the crash target.” input Disable(void) : “Disable the crash target.” ] @NPCClass base(BaseHelicopter) studio(“models/combine_dropship.mdl” ) = npc_combinedropship : “Combine Dropship” [ spawnflags(Flags) = [ 32768 : “Wait for input before dropoff” : 0 ] LandTarget(target_destination) : “Land target name” GunRange(float) : “Crate Gun Range” : 2048 : “If the dropship’s carrying a crate with a gun on it, it’ll only shoot targets within this range.” RollermineTemplate(target_destination) : “Name of Rollermine Template” : “” : “If this dropship drops any rollermines due to the ‘DropMines’ input being fired, it will use this template for the rollermines it creates. If left blank, ordinary rollermines will be dropped.” NPCTemplate(target_destination) : “Name of Template NPC 1” NPCTemplate2(target_destination) : “Name of Template NPC 2” NPCTemplate3(target_destination) : “Name of Template NPC 3” NPCTemplate4(target_destination) : “Name of Template NPC 4” NPCTemplate5(target_destination) : “Name of Template NPC 5” NPCTemplate6(target_destination) : “Name of Template NPC 6” Dustoff1(target_destination) : “Name of dustoff point for NPC 1” Dustoff2(target_destination) : “Name of dustoff point for NPC 2” Dustoff3(target_destination) : “Name of dustoff point for NPC 3” Dustoff4(target_destination) : “Name of dustoff point for NPC 4” Dustoff5(target_destination) : “Name of dustoff point for NPC 5” Dustoff6(target_destination) : “Name of dustoff point for NPC 6” APCVehicleName(target_destination) : “Name of the APC to drop” Invulnerable(Choices) : “Invulnerable” : 0 = [ 0 : “No” 1 : “Yes” ] CrateType(Choices) : “Crate Type” : 2 = [ -3 : “Jeep (No crate)” -2 : “APC (No crate)” -1 : “Strider (No crate)” 0 : “Roller Hopper” 1 : “Soldier Crate” 2 : “None” ] // Inputs input LandLeaveCrate(integer) : “Land, drop soldiers, and leave the crate behind. Specify the number of troops to drop off in the parameter.” input LandTakeCrate(integer) : “Land, drop soldiers, but don’t leave the crate behind. Specify the number of troops to drop off in the parameter.” input DropMines(integer) : “Drop Rollermines. Specify the number of mines to drop in the parameter.” input DropStrider(void) : “Drop the Strider you’re carrying. Now.” input DropAPC(void) : “Drop the APC you’re carrying. Now.” input Hover(target_destination) : “Hover over a named target entity until told to fly to a path.” input Pickup(string) : “Pickup an entity.” input SetLandTarget(string) : “Set my land target name.” input SetGunRange(float) : “Set my crate gun’s range.” input EnableRotorSound(void) : “Turns on rotor sounds” input DisableRotorSound(void) : “Turns off rotor sounds” input StopWaitingForDropoff(void) : “Stop waiting for the dropoff. Dropoff as soon as possible.” // Outputs output OnFinishedDropoff(void) : “Fires when the dropship has finished a dropoff.” output OnFinishedPickup(void) : “Fires when the dropship has finished a pickup.” output OnCrateShotDownBeforeDropoff(float) : “Fires when the container was shot down before it dropped off soldiers. The parameter contains the number of soldiers that weren’t successfully dropped off.” output OnCrateShotDownAfterDropoff(void) : “Fires when the container was shot down after it dropped off soldiers.” ] @NPCClass base(BaseHelicopter) studio(“models/combine_helicopter.mdl” ) = npc_helicopter : “Helicopter” [ spawnflags(Flags) = [ 65536 : “Loud rotor wash sound” : 0 131072 : “Electrical drone” : 0 262144 : “Helicopter lights” : 0 524288 : “Ignore avoid spheres+boxes” : 0 1048576 : “More aggressive attacks” : 0 2097152 : “Cast long shadow” : 0 ] InitialSpeed(string) : “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.” noncombat(choices) : “Non-combat (Do not precache gibs)” : “No” = [ 0 : “No” 1 : “Yes” ] // Inputs input GunOn(void) : “GunOn” input GunOff(void) : “GunOff” input MissileOn(void) : “MissileOn” input MissileOff(void) : “MissileOff” input EnableRotorWash(void) : “Turns on rotor wash effects” input DisableRotorWash(void) : “Turns off rotor wash effects” input EnableRotorSound(void) : “Turns on rotor sounds” 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 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.” input SetHealthFraction(float) : “Sets the chopper health as a percentage of max health” input EnableDeadlyShooting(void) : “Starts the chopper being deadly to on-foot players” input DisableDeadlyShooting(void) : “Stops the chopper being deadly to on-foot players” input StartNormalShooting(void) : “The chopper will fire in short bursts. Good for on-foot experiences” input StartLongCycleShooting(void) : “The chopper fires in long bursts” 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 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” input DropBombAtTarget(target_destination) : “Immediately drops a bomb directly at the target destination, but only if the player isn’t right there” input DropBombAtTargetAlways(target_destination) : “Immediately drops a bomb directly at the target destination, no matter whether it’s fair or not.” 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 StartCarpetBombing(void) : “Starts the helicopter constantly dropping megabombs until StopCarpetBombing input” input StopCarpetBombing(void) : “Stop the carpet bombing behavior” // Outputs output OnHealthChanged(integer) : “Fires when the helicopter health changes. The integer is the percentage of health the chopper has from 0-100.” output OnShotDown(void) : “Fires the instant the helicopter is killed” ] @PointClass base(Targetname, Parentname) studio(“models/combine_helicopter/helicopter_bomb01.mdl”) = grenade_helicopter : “Helicopter bomb” [ spawnflags(Flags) = [ 65536 : “Is a dud” : 0 ] // Inputs input ExplodeIn(float) : “Tells the bomb to explode in X seconds.” // Outputs output OnPhysGunOnlyPickup(void) : “Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.” ] @PointClass base(Targetname, Parentname) iconsprite(“editor/env_firesource”) color(255 255 0) sphere(radius) = npc_heli_avoidsphere : “Helicopter avoidance sphere” [ spawnflags(Flags) = [ 65536 : “Avoid the sphere above and below” : 0 ] radius(float) : “Radius” : 128 ] @SolidClass base(Origin, Angles, Parentname) color(255 255 0) = npc_heli_avoidbox : “Helicopter avoidance box” [ spawnflags(Flags) = [ 65536 : “Avoid the box above and below” : 0 ] ] @SolidClass base(Origin, Angles, Parentname) color(255 255 0) = npc_heli_nobomb : “Helicopter bombing suppressor” [ ] @NPCClass base(BaseNPC) studio(“models/Zombie/fast.mdl”) = npc_fastzombie : “Fast Zombie” [ input AttachToVehicle(string) : “Attach to a specified vehicle entity” ] @NPCClass base(BaseNPC) studio(“models/Zombie/Fast_torso.mdl”) = npc_fastzombie_torso : “Fast Zombie Torso” [ ] @NPCClass base(BaseNPC) studio(“models/Zombie/Classic.mdl”) = npc_zombie : “Zombie” [ ] @NPCClass base(BaseNPC) studio(“models/Zombie/Classic_torso.mdl”) = npc_zombie_torso : “Zombie Torso” [ ] @NPCClass base(BaseNPC) studio(“models/Zombie/zombie_soldier.mdl”) = npc_zombine : “Combine Soldier Zombie” [ input StartSprint(void) : “Forces the zombine to sprint.” input PullGrenade(void) : “Forces the zombine to pull a grenade.” ] @NPCClass base(BaseNPC) studio(“models/Zombie/Poison.mdl”) = npc_poisonzombie : “A bloated, disgusting, fluid-spurting zombie created by a poison headcrab.” [ crabcount(choices) : “Crabs in nest” : 3 = [ 1 : “1 Crab” 2 : “2 Crabs” 3 : “3 Crabs” ] ] @NPCClass base(BaseNPC) studio(“models/combine_scanner.mdl”) = npc_cscanner : “City Scanner” [ spawnflags(Flags) = [ 65536 : “No Dynamic Light” : 0 131072: “Strider Scout Scanner” : 0 ] spotlightlength(integer) : “SpotlightLength” : 500 spotlightwidth(integer) : “SpotlightWidth” : 50 spotlightdisabled(choices) : “SpotlightDisabled” : 0 = [ 0 : “No” 1 : “Yes” ] ShouldInspect(choices) : “Should inspect” : 1 = [ 0 : “No” 1 : “Yes” ] OnlyInspectPlayers(choices) : “Only Inspect Players” : 0 = [ 0 : “No” 1 : “Yes” ] NeverInspectPlayers(choices) : “Never Inspect Players” : 0 = [ 0 : “No” 1 : “Yes” ] // Inputs input DisableSpotlight(void) : “DisableSpotlight” input InspectTargetPhoto(string) : “Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also.” input InspectTargetSpotlight(string) : “Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also.” input InputSetFlightSpeed(integer) : “Sets the flight speed of the scanner” input InputShouldInspect(integer) : “Set whether should inspect or not” input SetFollowTarget(string) : “Set target to follow until told otherwise” input ClearFollowTarget(void) : “Stop following our target” input SetDistanceOverride(float) : “Override the distance the scanner will attempt to keep between inspection targets and itself” input DeployMine(void) : “Drop landmine (if carrying one)” input EquipMine(void) : “Equip with landmine” // Outputs output OnPhotographPlayer(void) : “Fired any time the scanner takes a picture of the player.” output OnPhotographNPC(void) : “Fired any time the scanner takes a picture of an NPC.” ] @NPCClass base(BaseNPC) studio(“models/shield_scanner.mdl”) = npc_clawscanner : “Claw Scanner” [ spawnflags(Flags) = [ 65536 : “No Dynamic Light” : 0 131072: “Strider Scout Scanner” : 0 ] spotlightlength(integer) : “SpotlightLength” : 500 spotlightwidth(integer) : “SpotlightWidth” : 50 spotlightdisabled(choices) : “SpotlightDisabled” : 0 = [ 0 : “No” 1 : “Yes” ] ShouldInspect(choices) : “Should inspect” : 1 = [ 0 : “No” 1 : “Yes” ] OnlyInspectPlayers(choices) : “Only Inspect Players” : 0 = [ 0 : “No” 1 : “Yes” ] NeverInspectPlayers(choices) : “Never Inspect Players” : 0 = [ 0 : “No” 1 : “Yes” ] // Inputs input DisableSpotlight(void) : “DisableSpotlight” input InspectTargetPhoto(string) : “Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also.” input InspectTargetSpotlight(string) : “Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also.” input InputSetFlightSpeed(integer) : “Sets the flight speed of the scanner” input InputShouldInspect(integer) : “Set whether should inspect or not” input SetFollowTarget(string) : “Set target to follow until told otherwise” input ClearFollowTarget(void) : “Stop following our target” input SetDistanceOverride(float) : “Override the distance the scanner will attempt to keep between inspection targets and itself” input DeployMine(void) : “Drop landmine (if carrying one)” input EquipMine(void) : “Equip with landmine” // Outputs output OnPhotographPlayer(void) : “Fired any time the scanner takes a picture of the player.” output OnPhotographNPC(void) : “Fired any time the scanner takes a picture of an NPC.” ] @NPCClass base(BaseNPC,AlyxInteractable) studio(“models/manhack.mdl”) = npc_manhack : “Manhack” [ spawnflags(Flags) = [ 65536 : “Start packed up (folded and engine off)” : 0 131072 : “Don’t use any damage effects” : 0 262144 : “Use Air Nodes” : 0 1048576 : “No Danger Sounds” : 0 ] input DisableSwarm(void) : “Disable the manhack swarm behavior.” input Unpack(void) : “Causes the manhack to stop being packed up.” ignoreclipbrushes(choices): “Ignore NPC Clip brushes” : “0” = [ 0 : “No” 1 : “Yes” ] ] @NPCClass base(BaseNPC) studio(“models/mortarsynth.mdl”) = npc_mortarsynth : “Mortar Synth” [ ] @NPCClass base(BaseNPC,RappelNPC) studio(“models/Police.mdl”) = npc_metropolice : “MetroPolice” [ additionalequipment(choices) : “Weapons” : “weapon_pistol” = [ “weapon_pistol” : “Pistol” “weapon_smg1” : “SMG1” “weapon_stunstick” : “Stun Stick” “weapon_shotgun” : “Shotgun” “0” : “Nothing” ] manhacks(Choices) : “Number of Manhacks” : 0 = [ 0 : “None” 1 : “1” 2 : “2” ] weapondrawn(Choices) : “Pistol starts drawn” : 0 = [ 0 : “No” 1 : “Yes” ] spawnflags(Flags) = [ 131072 : “Simple cops” : 0 262144 : “Rappel (UNCHECK THIS IF IT IS CHECKED!)” : 0 524288 : “Always stitch” : 0 1048576 : “No chatter” : 0 2097152 : “Arrest enemies” : 0 4194304 : “No far stitching” : 0 8388608 : “Prevent manhack toss” : 0 16777216: “Allowed to respond to thrown objects” : 0 33554432: “Mid-range attacks (halfway between normal + long-range)” : 0 ] // Inputs input EnableManhackToss(void) : “Enables manhack toss (which had been disabled by the spawnflag)” input SetPoliceGoal(string) : “Causes the NPC to police the area defined by an ai_goal_police” input ActivateBaton(void) : “Set the baton to active” // Outputs output OnStunnedPlayer(void) : “Fires when the player is hit by a stunstick by this NPC.” output OnCupCopped(void) : “Fires if the player hits me with the cupcop can. ONLY use for x360 achievement.” ] @NPCClass base(BaseNPC) studio(“models/Synth.mdl”) = npc_crabsynth : “Crab Synth” [ ] @NPCClass base(TalkNPC) studio(“models/Monk.mdl”) = npc_monk : “Monk” [ additionalequipment(choices) : “Weapons” : “weapon_annabelle” = [ “weapon_annabelle” : “Annabelle” “weapon_smg1” : “SMG1” “weapon_ar2” : “AR2” “weapon_stunstick” : “Stun Stick” “weapon_crowbar” : “Crow Bar” “weapon_shotgun” : “Shotgun” “weapon_beerbottle” : “Beer Bottle” “weapon_beerbottle2” : “Beer Bottle2” “weapon_rpg” : “RPG” “0” : “Nothing” ] HasGun(choices) : “Has Gun” : 1 = [ 0 : “No” 1 : “Yes” ] // Inputs input PerfectAccuracyOn(void) : “Make every shot at a zombie a headshot” input PerfectAccuracyOff(void) : “Return to normal accuracy” ] @NPCClass base(TalkNPC,Parentname, PlayerCompanion) studio() = npc_alyx : “Alyx” [ model(studio) : “World model” : “models/alyx.mdl” additionalequipment(choices) : “Weapons” : “weapon_alyxgun” = [ “weapon_alyxgun” : “Alyx Gun” “weapon_shotgun” : “Shotgun” “0” : “Nothing” ] DontPickupWeapons(choices) : “Prevent picking up weapons?” : “1” : “If yes, this NPC will NOT be allowed to pick up weapons they find on the ground.” = [ 0 : “No” 1 : “Yes” ] ShouldHaveEMP(choices) : “Should alyx have her EMP?” : “1” = [ 0 : “No” 1 : “Yes” ] // Inputs input AllowInteraction(void) : “Allow Alyx’s ‘hacking’ AI to run.” input DisallowInteraction(void) : “Disallow Alyx’s ‘hacking’ AI.” input AllowDarknessSpeech(bool) : “Enables or disables Alyx’s darkness speech (‘where are you’, etc).” input SetAnimLockedEntity(string) : “Sets Alyx to take her animation and cycle position from another entity.” input ClearAnimLockedEntity(void) : “Stops Alyx from taking her animation locking from another character.” input GiveEMP(bool): “Gives or removes the EMP tool.” //Outputs output OnFinishInteractWithObject(void) : “Fires when Alyx finishes interacting with an object (usually hacking it).” output OnPlayerUse(void) : “Fires when a player +USEs Alyx.” // Vehicle entry/exit input (ultimately will reside in TalkNPC) input EnterVehicle(string) : “Make Alyx enter the vehicle specified by name.” input EnterVehicleImmediately(string) : “Make Alyx enter the vehicle specified by name immediately via teleportation.” input ExitVehicle(void) : “Make Alyx exit the vehicle she’s in.” input CancelEnterVehicle(void) : “Stops Alyx from trying to enter the vehicle if she’s outside of it.” // Outputs output OnPlayerUse(void) : “Fires when a player +USEs Alyx” ] @PointClass base(Targetname, EnableDisable) = ai_goal_operator : “Indicates items in the world that some NPCs may operate upon” [ actor(target_name_or_class) : “Actor to affect” : “” : “NPC that should perform this operation” target(target_destination) : “Position entity” : “” : “Name of the entity that the NPC should move to in order to perform the operation.” contexttarget(target_destination) :”Context target” : “” : “(Optional) Name of an entity that the operator will use within context.” state(choices) : “Initial State” : 0 = [ 0 : “Not ready (closed, locked, etc)” 1 : “Ready (open and accessible)” ] moveto(choices) : “How should NPC approach?” : 1 = [ 0 : “DO NOT USE THIS SETTING” 1 : “Walk” 2 : “Run” ] input Activate( void ) : “Begin operating on the object” // input Deactivate( void ) : “Cease contesting position” input SetStateReady(void) : “Set the object’s state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.” input SetStateFinished(void) : “Fire this input when the NPC has completed the interaction with this object.” output OnBeginApproach(void) : “Fired when the NPC begins to approach the position” output OnMakeReady(void) : “Make the item ready to operate” output OnBeginOperating(void) : “Fired when the NPC is ready to operate” output OnFinished(void) : “The item is done” ] @PointClass base(Targetname, EnableDisable) sphere(LightRadius) = info_darknessmode_lightsource [ LightRadius(float) : “Light Radius” : “256.0” : “The radius around this lightsource in which Alyx will be able to see enemies.” ] @NPCClass base(TalkNPC) studio() = npc_kleiner : “Kleiner” [ model(studio) : “World model” : “models/kleiner.mdl” ] @NPCClass base(TalkNPC,Parentname) studio() = npc_eli : “Eli Vance” [ model(studio) : “World model” : “models/eli.mdl” ] @NPCClass base(TalkNPC) studio() = npc_magnusson : “Magnusson” [ model(studio) : “World model” : “models/magnusson.mdl” ] @NPCClass base(TalkNPC) studio() = npc_breen : “Dr Breen” [ model(studio) : “World model” : “models/breen.mdl” spawnflags(Flags) = [ 65536 : “Ignore speech semaphore” : 0 ] ] @NPCClass base(TalkNPC) studio(“models/mossman.mdl”) = npc_mossman : “Dr Mossman” [ ] @NPCClass base(TalkNPC) studio(“models/gman.mdl”) = npc_gman : “The G-Man” [ ] @NPCClass base(BaseNPC) studio(“models/dog.mdl”) = npc_dog : “d0g” [ //Inputs input SetPickupTarget(string) : “Sets the target entity for dog to pickup.” input StartCatchThrowBehavior(string) : “Tells d0g to start playing with the player. You can pass in the name of the object you want him to play with otherwise he’ll find the closes phys_object.” input StopCatchThrowBehavior(string) : “Stop the catch and throw behavior.” input PlayerPickupObject(void) : “Tells d0g the physgun just picked up an object.” input StartWaitAndCatch(void) : “Tells d0g to wait for the player to throw an object at him.” input StopWaitAndCatch(void) : “Tells d0g to stop waiting for the player.” input SetThrowArcModifier(float) : “Used to pass in a modifier for d0g’s object flight arc.” input SetThrowTarget(string) : “Set d0g’s throw target (pass in !player if you want the player)” input TurnBoneFollowersOff(void) : “Turn dog’s bone followers off” input TurnBoneFollowersOn(void) : “Turn dog’s bone followers on” // Outputs output OnDogThrow(void) : “Fires when dog throws an object.” output OnDogPickup(void) : “Fires when dog picks up an object.” output OnDogCatch(void) : “Fires when dog catches an object.” ] @PointClass base(BaseNPC, RenderFields, Shadow) studio() = monster_generic : “Generic Script NPC” [ spawnflags(Flags) = [ 65536 : “Not solid” : 0 ] model(studio) : “Model” body(Integer) : “Body” : 0 ] @PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : “Generic Actor NPC” [ model(studio) : “Model” hull_name(choices) : “Hull type” : “Human” = [ “HUMAN_HULL” : “Human” “WIDE_HUMAN_HULL” : “Wide” “TINY_HULL” : “Tiny” “MEDIUM_HULL” : “Medium” “LARGE_HULL” : “Large” ] ] @PointClass base(BaseNPC, RenderFields, Shadow) studio() = cycler_actor : “Actor Cycler” [ model(studio) : “Model” Sentence(string) : “Sentence Group” : “” input Alpha(integer) : “Set Alpha Value” ] @PointClass base(Angles, BaseNPCMaker) iconsprite(“editor/npc_maker.vmt”) = npc_maker : “NPC Maker” [ spawnflags(Flags) = [ 16 : “Fade Corpse” : 0 ] NPCType(npcclass) : “Class name of spawned NPC” NPCTargetname(string) : “Childrens’ Name” NPCSquadname(string) : “Childrens’ Squad Name” NPCHintGroup(string) : “Childrens’ Hint Group” additionalequipment(choices) : “Weapons” : “0” = [ “weapon_pistol” : “Pistol” “weapon_ar2” : “AR2” “weapon_shotgun” : “Shotgun” “weapon_smg1” : “SMG1” “weapon_stunstick” : “Stun Stick” “weapon_annabelle” :”Grigori’s Shotgun” “0” : “Nothing” ] ] @PointClass base(Angles, BaseNPCMaker) size(-8 -8 -8, 8 8 8) color(0 0 255) = npc_antlion_template_maker : “Antlion Template Maker” [ spawnflags(Flags) = [ 1024 : “Random spawn node” : 0 2048 : “Try to spawn close to the current target” : 0 4096 : “Pick a random fight target” : 0 8192 : “Try to play blocked effects near the player” : 0 ] TemplateName(target_destination) : “Name of template NPC” spawngroup(string) : “Spawn on Hint Group” : “” : “If specified, children will spawn on a hint node from this group, nearest the target.” spawnradius(float) : “Spawn radius” : 512 : “Target must be within this distance of any node in the hint group specified above. If the target is outside the radius, no NPC will spawn.” spawntarget(string): “Spawn target” : “” : “Targetname of the entity to try and spawn near.” fighttarget(string): “Fight target” : “” : “Targetname of an entity used as a goal for the children to fight to.” followtarget(string): “Follow target” : “” : “Targetname of an entity used as a goal for the children to follow.” vehicledistance(float): “Vehicle Spawn Distance” : “1” : “This is a modifier of the current spawn distance. Spawn distance on a vehicle is based on speed, so this is just a modifier for it.” workerspawnrate(float): “Random Worker Spawn Rate” : “0” : “Percentage chance that a spawned antlion will be a worker. (0 = no chance, 1 = 100% chance)” ignorebugbait(choices): “Ignore Bugbait” : “0” = [ 0 : “No” 1 : “Yes” ] pool_start(integer) : “Initial antlions in the pool.” : 0 : “Number of antlions in the pool at map start.” pool_max(integer) : “Max antlions in the pool.” : 0 : “Maximum number of antlions allowed in the pool. If 0, pool behavior is turned off.” pool_regen_amount(integer) : “Pool regen amount.” : 0 : “This is the number of antlions added to the pool every time it regenerates.” pool_regen_time(float) : “Pool regen time.” : 0 : “Time interval between pool regeneration ticks.” // Inputs input SetFightTarget(string) : “Sets the target entity for children to fight to.” input ClearFightTarget(void) : “Clears the fight target goal for this spawner.” input SetFollowTarget(string) : “Sets the target entity for children to follow.” input ClearFollowTarget(void) : “Clears the follow target goal for this spawner.” input SetSpawnRadius(float) : “Sets the Spawn Radius.” input AddToPool(integer) : “Add the number of antlions specified in the parameter to the pool.” input SetMaxPool(integer) : “Set the maximum number of antlions allowed in the pool at any time. Setting it to 0 turns off the pool behavior.” input SetPoolRegenAmount(integer) : “Set the number of antlions added to the pool every time it regenerates.” input SetPoolRegenTime(float) : “Set the time interval between pool regeneration ticks.” input ChangeDestinationGroup(string) : “Change the spawn group for this spawner.” // Outputs output OnAllBlocked(void) : “Fires when all the hint nodes are blocked.” createspores(choices): “Create Spore effect” : “0” = [ 0 : “No” 1 : “Yes” ] ] @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” input Enable(void) : “Enable” input Disable(void) : “Disable” ] //————————————————————————- // // Player Control Entities // //————————————————————————- @BaseClass base(Targetname) size(-10 -10 -10, 10 10 10) color(255 0 255) = player_control [ // Inputs input Activate(void) : “Turns on” input Deactivate(void) : “Turns off” input SetThrust(string) : “Set Thrust” input SetSideThrust(string) : “Set Side Thrust” ] //————————————————————————- // // Scripted Events // //————————————————————————- @BaseClass base(Targetname, Parentname, Angles) color(255 0 255) sphere(m_flRadius) = BaseScripted [ m_iszEntity(target_destination) : “Target NPC” : : “The name or class name (such as ‘npc_zombie’) of an NPC to use for this script.” m_iszIdle(string) : “Pre Action Idle Animation” : “” : “The name of the sequence (such as ‘idle01’) or activity (such as ‘ACT_IDLE’) to play before the action animation if the NPC must wait for the script to be triggered. Use ‘Start on Spawn’ flag or MoveToPosition input to play this idle animation.” m_iszEntry(string) : “Entry Animation” : “” : “The name of the sequence (such as ‘reload02’) or activity (such as ‘ACT_RELOAD’) to play when the sequence starts, before transitioning to play the main action sequence.” m_iszPlay(string) : “Action Animation” : “” : “The name of the main sequence (such as ‘reload02’) or activity (such as ‘ACT_RELOAD’) to play.” m_iszPostIdle(string) : “Post Action Idle Animation” : “” : “The name of the sequence (such as ‘idle01’) or activity (such as ‘ACT_IDLE’) to play after the action animation.” m_iszCustomMove(string) : “Custom Move Animation” : “” : “Used in conjunction with the ‘Custom movement’ setting for the ‘Move to Position’ property, specifies the sequence (such as ‘crouch_run01’) or activity (such as ‘ACT_RUN’) to use while moving to the scripted position.” m_bLoopActionSequence(Choices) : “Loop Action Animation?” : 0 = [ 0 : “No” 1 : “Yes” ] m_bSynchPostIdles(Choices) : “Synch Post Idles?” : 0 = [ 0 : “No” 1 : “Yes” ] m_flRadius(integer) : “Search Radius (0=everywhere)” : 0 : “Radius to search within for an NPC to use. 0 searches everywhere.” m_flRepeat(integer) : “Repeat Rate ms” : 0 m_fMoveTo(Choices) : “Move to Position” : 1 = [ 0 : “No” 1 : “Walk” 2 : “Run” 3 : “Custom movement” 4 : “Instantaneous” 5 : “No – Turn to Face” ] m_iszNextScript(target_destination) : “Next Script” : : “The name of the script to run immediately after this script completes. The NPC will not return to AI between the two scripts.” m_bIgnoreGravity(choices) : “Ignore Gravity on NPC during script” : 0 : “If this is set to ‘Yes’, the NPC will not be subject to gravity while playing this script.” = [ 0 : “No” 1 : “Yes” ] m_bDisableNPCCollisions(choices) : “Disable NPC collisions during script” : 0 : “Useful for when NPCs playing scripts must interpenetrate while riding on trains, elevators, etc. This only disables collisions between the NPCs in the script and must be enabled on BOTH scripted_sequences.” = [ 0 : “No” 1 : “Yes” ] // Inputs input BeginSequence(void) : “Summons an NPC to act out the scripted sequence.” input MoveToPosition(void) : “Summons an NPC to the script location. They will play their scripted idle (or ACT_IDLE if none is specified) until BeginSequence is triggered.” input CancelSequence(void) : “Stops the scripted sequence. If fired after a sequence starts, this input will not take effect until the NPC finishes playing the scripted action animation.” // Outputs output OnBeginSequence(void) : “Fires when the action animation begins playing.” output OnEndSequence(void) : “Fires when the action animation completes.” output OnCancelSequence(void) : “Fires when the sequence is cancelled.” output OnCancelFailedSequence(void) : “Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire).” output OnScriptEvent01(void) : “Fires when a ‘trigger’ anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC.” output OnScriptEvent02(void) : “Fires when a ‘trigger’ anim event occurs while playing the script. Use { event 1003 framenum 2 } in the QC.” output OnScriptEvent03(void) : “Fires when a ‘trigger’ anim event occurs while playing the script. Use { event 1003 framenum 3 } in the QC.” output OnScriptEvent04(void) : “Fires when a ‘trigger’ anim event occurs while playing the script. Use { event 1003 framenum 4 } in the QC.” output OnScriptEvent05(void) : “Fires when a ‘trigger’ anim event occurs while playing the script. Use { event 1003 framenum 5 } in the QC.” output OnScriptEvent06(void) : “Fires when a ‘trigger’ anim event occurs while playing the script. Use { event 1003 framenum 6 } in the QC.” output OnScriptEvent07(void) : “Fires when a ‘trigger’ anim event occurs while playing the script. Use { event 1003 framenum 7 } in the QC.” output OnScriptEvent08(void) : “Fires when a ‘trigger’ anim event occurs while playing the script. Use { event 1003 framenum 8 } in the QC.” ] @PointClass sphere() iconsprite(“editor/scripted_sentence.vmt”) base(Targetname) = scripted_sentence : “Scripted Sentence” [ spawnflags(Flags) = [ 1 : “Fire Once” : 1 2 : “Followers Only” : 0 4 : “Interrupt Speech” : 1 8 : “Concurrent” : 0 16 : “Speak to Activator” : 1 ] sentence(string) : “Sentence Name” : “” entity(string) : “Speaker Type” delay(string) : “Additional Sentence Time” : “0” radius(integer) : “Search Radius” : 512 refire(string) : “Delay Before Refire” : “3” listener(string) : “Listener Type” volume(string) : “Volume 0-10” : “10” attenuation(Choices) : “Sound Radius” : 0 = [ 0 : “Small Radius” 1 : “Medium Radius” 2 : “Large Radius” 3 : “Play Everywhere” ] // Inputs input BeginSentence(void) : “Starts the scripted sentence.” // Outputs output OnBeginSentence(void) : “Fires when the sentence begins” output OnEndSentence(void) : “Fires when the sentence ends” ] @PointClass base(Targetname, Parentname) iconsprite(“editor/info_target.vmt”) = scripted_target : “Scripted Target” [ StartDisabled(choices) : “Start Disabled” : 1 = [ 0 : “No” 1 : “Yes” ] 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 target(target_destination) : “Next Target” // Next scripted target // Inputs input Enable(void) : “Enable this entity” input Disable(void) : “Disable this entity” // Outputs output AtTarget(void) : “Fires when NPC reaches this target” output LeaveTarget(void) : “Fires when NPC leaves this target” ] @PointClass base(Targetname) iconsprite(“editor/ai_relationship.vmt”) sphere() = ai_relationship : “AI Relationship – Sets relationships between groups of NPCs in the AI.” [ subject(target_name_or_class) : “Subject(s)” : “” : “This is the NPC(s) whose disposition will change. May be a targetname or a classname.” target(target_name_or_class) : “Target(s)” : “” : “This is the NPC(s) about whom the Subject(s) will change their disposition. May be a tarGetname or a classname.” disposition(choices) : “Disposition” : 3 : “Choose the way the Subject(s) should feel about the Target(s)” = [ // These MUST match the enum in the code! (basecombatcharacter.h) 1 : “Hate” 2 : “Fear” 3 : “Like” 4 : “Neutral” ] radius(float) : “Radius for subject” : 0 rank(integer) : “Disposition Priority” : 0 : “How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling.” StartActive(choices) : “Start Active” : 0 = [ 0 : “No” 1 : “Yes” ] Reciprocal(choices) : “Reciprocal” : 0 : “Set this to YES to have the new relationship mirrored by Target” = [ 0 : “No” 1 : “Yes” ] spawnflags(flags) = [ 1 : “Notify subject of target’s location” : 0 2 : “Notify target of subject’s location” : 0 ] // Inputs input ApplyRelationship(void) : “Apply relationship changes. This will change all Subject entities’ relationships to all Target entities.

IMPORTANT: Once you ApplyRelationships, this entity is then ‘ALWAYS ON’ until you send a Disable input or RevertRelationship input. During the time this entity is ‘ON’, any entities that spawn who match the Subject or Target names will be affected.

IMPORTANT: Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided.” input RevertRelationship(void) : “Revert relationship changes. This will return the relationship to what it was at the time the ApplyRelationship input was called (or when this ai_relationship was spawned if StartActive is set).” input RevertToDefaultRelationship(void) : “Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code.” ] @PointClass base(Targetname) = ai_ally_manager : “AI Ally Manager” [ maxallies(integer) : “Maximum number of allies” : 5 maxmedics(integer) : “Maximum number of medics” : 1 // Inputs input SetMaxAllies(integer) : “Set maximum number of allies” input SetMaxMedics(integer) : “Set maximum number of medic allies” input Replenish(void) : “Replenish player allies” // Outputs output SpawnMedicAlly(void) : “Spawn Medic Ally” output SpawnAlly0(void) : “Spawn Ally 0” output SpawnAlly1(void) : “Spawn Ally 1” output SpawnAlly2(void) : “Spawn Ally 2” output SpawnAlly3(void) : “Spawn Ally 3” output SpawnAlly4(void) : “Spawn Ally 4” output SpawnAlly5(void) : “Spawn Ally 5” output SpawnAlly6(void) : “Spawn Ally 6” output SpawnAlly7(void) : “Spawn Ally 7” output SpawnAlly8(void) : “Spawn Ally 8” output SpawnAlly9(void) : “Spawn Ally 9” output OnZeroAllies(void) : “Fires when there are no more allies” output OnZeroMedicAllies(void) : “Fires when there are no more allies” ] @BaseClass base(Targetname) = LeadGoalBase [ actor(target_name_or_class) : “Actor(s) to affect” goal(string) : “Target Entity” WaitPointName(target_destination) : “Point to wait at if the target’s not visible” WaitDistance(float) : “Wait until player gets this close” LeadDistance(float) : “Lead Distance” : “64” : “The player is considered to be lagging if he’s beyond this distance. The Actor will consider retrieving when the player is 4x ‘Lead Distance’ away.” RetrieveDistance(float) : “Retrieve Distance” : “96” : “The distance from the player that the NPC should return to when retrieving a lagging player. Must be between (‘Lead Distance’ + 24) and (‘Lead Distance’ * 4) to avoid the leader ping-ponging.” SuccessDistance(float) : “Success Distance” : “0” : “The distance from the player (to the NPC) that the player must be within for the Lead to succeed, once the NPC has reached the goal. If set to 0, it’ll use the lead distance instead (for legacy support).” Run(choices) : “Run instead of Walk” : “0” = [ “0” : “No” “1” : “Yes” ] Retrieve(choices) : “Retrieve player?” : 1 = [ 0 : “No, just idle and wait” 1 : “Yes, move to retrieve” ] ComingBackWaitForSpeak(choices) : “Before Coming Back, Wait for speech?” : 1 = [ 0 : “No, come back while speaking” 1 : “Yes, wait for speech to finish” ] RetrieveWaitForSpeak(choices) : “On Retrieve, Wait for speech?” : 1 = [ 0 : “No, start leading while speaking” 1 : “Yes, wait for speech to finish” ] DontSpeakStart(choices) : “Speak start greeting?” : 0 = [ 0 : “Yes, speak the start greeting” 1 : “No, don’t speak the greeting” ] LeadDuringCombat(choices) : “Lead during combat?” : 0 = [ 0 : “No. Stop to fight, resume leading when safe.” 1 : “Yes, lead while fighting.” ] GagLeader(choices) : “Gag Leader?” : 0 = [ 0 : “No. Speak lead concepts normally, respecting other lead speech settings.” 1 : “Yes, don’t speak any lead concepts at all, overriding all other lead speech settings.” ] AttractPlayerConceptModifier(string) : “Attract player concept modifier” : “” : “Appended to the keyvalues passed into the response rules when the ‘TLK_LEAD_ATTRACTPLAYER’ concept is spoken.” WaitOverConceptModifier(string) : “Player wait over concept modifier” : “” : “Appended to the keyvalues passed into the response rules when the ‘TLK_LEAD_WAITOVER’ concept is spoken.” ArrivalConceptModifier(string) : “Arrival concept modifier” : “” : “Appended to the keyvalues passed into the response rules when the ‘TLK_LEAD_ARRIVAL’ concept is spoken.” PostArrivalConceptModifier(string) : “Post-arrival concepts modifier” SuccessConceptModifier(string) : “Success concept modifier” : “” : “Appended to the keyvalues passed into the response rules when the ‘TLK_LEAD_SUCCESS’ concept is spoken.” FailureConceptModifier(string) : “Failure concept modifier” : “” : “Appended to the keyvalues passed into the response rules when the ‘lead_fail’ concept is spoken.” ComingBackConceptModifier(string) : “Coming Back concept modifier” : “” : “Appended to the keyvalues passed into the response rules when the ‘TLK_LEAD_RETRIEVE’ concept is spoken. Spoken as the NPC starts returning to the player to retrieve him.” RetrieveConceptModifier(string) : “Retrieve concept modifier” : “” : “Appended to the keyvalues passed into the response rules when the ‘TLK_LEAD_COMINGBACK’ concept is spoken. Spoken when NPC has finally reached the player to retrieve him.” // Spawnflags spawnflags(Flags) = [ 1 : “No def success” : 0 2 : “No def failure” : 0 4 : “Use goal facing” : 1 ] // Inputs input Activate( void ) : “Begin the leading behavior” input Deactivate( void ) : “Stop the leading behavior” input SetSuccess( void ) : “Notify success of leading” input SetFailure( void ) : “Notify failure of leading” // Outputs output OnArrival( void ) : “Fires when NPC reaches the lead point” output OnArrivalDone( void ) : “Fires when NPC has played out any arrival speech” output OnSuccess( void ) : “Fires when NPC achieves the goal” output OnFailure( void ) : “Fires when NPC fails to achieves the goal” output OnDone( void ) : “Fires when NPC completes behavior (any post-success or fail acting is complete)” ] @PointClass base(LeadGoalBase) iconsprite(“editor/ai_goal_lead.vmt”) = ai_goal_lead : “AI Goal Lead” [ SearchType(choices) : “Search Type” : 0 : “How to search for the entities using the targetname.” = [ 0 : “Entity Name” 1 : “Classname” ] ] @PointClass base(LeadGoalBase) iconsprite(“editor/ai_goal_lead.vmt”) = ai_goal_lead_weapon : “AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target.” [ WeaponName(choices) : “Weapon” : “weapon_bugbait” = [ “weapon_bugbait” : “Bugbait” “weapon_smg1” : “SMG1” “weapon_ar2” : “AR2” ] MissingWeaponConceptModifier(string) : “Missing weapon concept modifier” SearchType(choices) : “Search Type” : 0 : “How to search for the entities using the targetname.” = [ 0 : “Entity Name” 1 : “Classname” ] ] @BaseClass base(Targetname) = FollowGoal [ actor(target_name_or_class) : “Actor(s) to affect” goal(string) : “Target Entity” : : “The name of the entity to follow. If blank, and the actor likes the player, then defaults to player” SearchType(choices) : “Search Type” : 0 : “How to search for the entities using the targetname.” = [ 0 : “Entity Name” 1 : “Classname” ] StartActive(choices) : “Start Active” : 0 = [ 0 : “No” 1 : “Yes” ] MaximumState(choices) : “Maximum state” : 1 = [ 1 : “Idle” 2 : “Alert” 3 : “Combat” ] Formation(choices) : “Formation” : 0 = [ 0 : “Close circle” 1 : “Wide circle” 5 : “Medium circle” 6 : “Sidekick” 8 : “Vortigaunt” ] // Inputs input Activate( void ) : “Begin the follow behavior” input Deactivate( void ) : “Cease the follow behavior” ] @PointClass base(FollowGoal) iconsprite(“editor/ai_goal_follow.vmt”) = ai_goal_follow : “AI Goal Follow” [ ] @PointClass base(FollowGoal) iconsprite(“editor/ai_goal_follow.vmt”) = ai_goal_injured_follow : “AI Goal Injured Follow” [ ] @PointClass size( -4 -4 -4, 4 4 4 ) base(Targetname, Angles, Parentname) studio(“models/pigeon.mdl”) = ai_battle_line : “Battle line” [ // Spawnflags spawnflags(Flags) = [ 1 : “Use parent’s orientation” : 0 ] actor(target_name_or_class) : “Actor(s) or squad to affect” Active(choices) : “Active” : 0 = [ 0 : “No” 1 : “Yes” ] Strict(choices) : “Strict” : 1 : “Player orders can override, applies to allies only” = [ 0 : “No” 1 : “Yes” ] // Inputs input Activate(void) input Deactivate(void) ] @PointClass base(Targetname) iconsprite(“editor/ai_goal_standoff.vmt”) = ai_goal_standoff : “AI Goal Standoff” [ actor(target_name_or_class) : “Actor(s) to affect” // goal(string) : “Target Entity (self by default) [NOT IMPLEMENTED]” SearchType(choices) : “Search Type” : 0 : “How to search for the entities using the targetname.” = [ 0 : “Entity Name” 1 : “Classname” ] StartActive(choices) : “Start Active” : 0 = [ 0 : “No” 1 : “Yes” ] HintGroupChangeReaction(Choices) : “Reaction to tactical change” : 1 : “What to do if leader moves, threat is neutralized, hint group changes, etc” = [ 0 : “Move when ready (default AI)” 1 : “Move when seek cover” 2 : “Move immediately” ] Aggressiveness(Choices) : “Aggressiveness” : 2 = [ 0 : “Very low” 1 : “Low” 2 : “Medium” 3 : “High” 4 : “Very High” // Custom agression disabled // 100 : “Custom” ] PlayerBattleline(choices) : “Player battleline” : 1 : “Player defines a battle line, applies to allies only” = [ 0 : “No” 1 : “Yes” ] StayAtCover(choices) : “Stay at cover location” : 0 : “When have suitable cover, don’t change it (disables advancing to battle line)” = [ 0 : “No” 1 : “Yes” ] AbandonIfEnemyHides(choices) : “Abandon if enemies hide” : 0 : “If no enemy detected recently, stop the standoff” = [ 0 : “No” 1 : “Yes” ] // Custom aggression // CustomCoverOnReload(choices) : “Custom: Take cover to reload” : 1 = // [ // 0 : “No” // 1 : “Yes” // ] // CustomMinTimeShots(float) : “Custom: Min time wait to shoot” : 2 : “Minimum duration of time after a burst of shooting before trying again” // CustomMaxTimeShots(float) : “Custom: Max time wait to shoot” : 4 : “Minimum duration of time after a burst of shooting before trying again” // CustomMinShots(integer) : “Custom: Min shots in a burst” : 1 // CustomMaxShots(integer) : “Custom: Max shots in a burst” : 4 // CustomOddsCover(integer) : “Custom: Odds cover on damage” : 25 : “If damaged, the chances react by taking immediate cover” // Inputs input Activate( void ) : “Begin contesting position” input Deactivate( void ) : “Cease contesting position” input SetAggressiveness(integer) : “Set aggressiveness” ] @PointClass base(Targetname, Parentname, Angles) sphere(policeradius) iconsprite(“editor/ai_goal_police.vmt”) = ai_goal_police : “AI Goal Police” [ spawnflags(Flags) = [ 2 : “Knock-out target past crossing plane” : 0 4 : “Do not leave post” : 0 ] policeradius(float) : “Radius” : 512 : “Radius to police” policetarget(string) : “Target” : “” : “Target to police” // Inputs input EnableKnockOut(void) : “Tells the goal to make the active policing NPC knock out its target” input DisableKnockOut(void) : “Stop the active policing NPC from

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