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@NpcClass base(asw_parasite) | ||
= asw_parasite_defanged: "A defanged version of the parasite Swarm alien, which is unable to infest anything." | ||
[ | ||
] |
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@PointClass | ||
appliesto(srctools) | ||
base(logic_relay) | ||
line(255 255 255, targetname, target) | ||
= comp_numeric_transition : "When triggered, animates a keyvalue/input over time with various options." | ||
[ | ||
target(target_destination) : "Entity to Control" : : "The entity which the outputs will be directed to." | ||
opt_name(string) : "Keyvalue/Input Name" : "SetSpeed" : "The name of the keyvalue or input to change." + | ||
"If the target is not an entity findable by the postcompiler, IO Type must be set." | ||
|
||
io_type[engine](string) : "I/O Type" : "auto" | ||
io_type(choices) : "I/O Type" : "auto" : "The method used to control an entity. " + | ||
"If Input, use the input name provided." + | ||
"If KeyValue, use AddOutput to change the keyvalue." + | ||
"If Auto, examine the entity class that is being controlled to determine the appropriate mode." = | ||
[ | ||
"auto" : "Automatic" | ||
"io": "Input" | ||
"kv" : "KeyValue (AddOutput)" | ||
] | ||
|
||
transform(choices) : "Value Type" : "speed" : "The behaviour of the input, used to control what actual values are sent. Regardless of this value, the other options are 'position'-type values!" = [ | ||
"set" : "Instantly Set" | ||
"moveto" : "Move to value" | ||
"speed" : "Adjust Speed" | ||
"light" : "Light Pattern" | ||
] | ||
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line_trans2(string) readonly : "-------------------------------------------" | ||
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beat_interval(float) : "Beat Interval" : "0.1" : "Time between each output. Smaller values are more accurate, but increase the outputs generated." | ||
delay(float) : "Start Delay" : "0.0" : "Wait this amount of time after being triggered before animating." | ||
duration(float) : "Duration" : 5 : "Time the change will take." | ||
startval(float) : "Start Value" : 0 : "Starting value. If the Value Type is Light Pattern, these may be a-z letters." | ||
endval(float): "Ending Value" : 100 : "Ending value. If the Value Type is Light Pattern, these may be a-z letters." | ||
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line_trans3(string) readonly : "-------------------------------------------" | ||
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||
easing_start(choices) : "Easing Start" : "linear" : "Controls how the animation begins." = | ||
[ | ||
"linear" : "None" | ||
"quad" : "Quadratic (x�)" | ||
"cubic": "Cubic (x�)" | ||
"quartic": "Quartic (x^4)" // No symbol for this one in CP1252 :( | ||
// "exp" : "Exponential" | ||
"sine" : "Sinusoidal" | ||
] | ||
easing_end(choices) : "Easing End" : "linear" : "Controls how the animation ends." = | ||
[ | ||
"linear" : "None" | ||
"quad" : "Quadratic (x�)" | ||
"cubic": "Cubic (x�)" | ||
"quartic": "Quartic (x^4)" | ||
// "exp" : "Exponential" | ||
"sine" : "Sinusoidal" | ||
// "overshoot" : "Overshoot" | ||
] | ||
] |
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@PointClass | ||
appliesto(srctools) | ||
base(Origin, Angles) | ||
iconsprite("editor/comp_scriptvar_setter") | ||
studio("models/editor/cone_helper.mdl") | ||
line(255 255 255, targetname, target) | ||
line(255 255 255, targetname, ref) | ||
= comp_scriptvar_setter: "Assigns data or a group of data to a variable in an entity's VScript scope on spawn.\n" + | ||
"To set an array, provide an index in the variable name in the form 'varname[4]'. \n" + | ||
"All the comp_scriptvars pointing to that variable will be collected into a single array literal, with holes filled by *null*. \n" + | ||
"If the brackets are empty, these values will fill those holes and then append to the end in an arbitrary order." | ||
[ | ||
target(target_destination) : "Script Entity" : : "The entity to set a variable on." | ||
variable(string) : "Variable Name" : : "The name of the variable to set. A specific array index can be set with the form 'varname[4]'. Alternatively use 'varname[]' to assign them to the first index available. Holes in the array are set to null." | ||
ref(target_destination) : "Reference Entity" : : "If set, a reference entity to use to obtain data from instead of this one." | ||
|
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mode[engine](string) : "Mode" : "pos" | ||
mode(choices) : "Mode" : "pos" : "The kind of data to read. " + | ||
"For Constant, the position/reference is ignored completely. " + | ||
"For Entity Handle to be useful, only one reference entity should exist. " + | ||
"For Offset, it's the offset of the reference relative to this entity." = | ||
[ | ||
"const" : "Constant" | ||
"name" : "Entity Name" | ||
"handle" : "Entity Handle" | ||
"pos" : "Position" | ||
"ang" : "Angle (as vector)" | ||
"off" : "Offset" | ||
"x": "Forward Direction" | ||
"y": "Left Direction" | ||
"z": "Up Direction" | ||
] | ||
|
||
const(string) : "Scale / Constant" : : "A scale factor for the data, or a constant to use directly in that mode." | ||
] |
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@PointClass base(BaseEntityPoint) | ||
appliesto(P2, srctools) | ||
autovis(Vactubes, Vac Paths) | ||
studio("models/editor/vactubes/end_point.mdl") | ||
sphere(radius) | ||
= comp_vactube_end : "Marks the end point of a vactube. Objects reaching here will be cleaned up." | ||
[ | ||
radius(float) : "Cube Radius" : 0 : "The radius to search for cubes in for droppers. If zero, this is a regular endpoint, and the rest of the options have no effect." | ||
autorespawn(boolean) : "Auto Respawn" : 1 : "Automatically respawn cubes when destroyed." | ||
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filtername(target_destination) : "Filter" : : "The filter_activator_name to set to point at the cube." | ||
template(target_destination) : "Template" : : "The point_template to set to spawn the cube." | ||
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input RequestSpawn(void) : "Request a cube to be spawned and routed here." | ||
input FireCubeUser1(void) : "FireUser1 at the cube, for dissolving existing ones." | ||
output OnCubeArrived(void) : "Triggered when the cube has arrived to be dispensed." | ||
output OnFizzled(void) : "Fired when the cube is fizzled, and autorespawn is enabled." | ||
] |
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@PointClass base(Angles) | ||
appliesto(P2, srctools) | ||
autovis(Vactubes, Vac Paths) | ||
studioprop() | ||
= comp_vactube_junction : "Marks a junction in a vactube, where they're forced to change direction. Scanner models near straight nodes will be detected automatically." | ||
[ | ||
model(choices) : "Type" : "models/editor/vactubes/straight.mdl" : "The size and type of junction. Splitters split the tube into two paths." = [ | ||
"models/editor/vactubes/straight.mdl" : "Straight / Scanner" | ||
"models/editor/vactubes/curve_1.mdl" : "Curve: 1" | ||
"models/editor/vactubes/curve_2.mdl" : "Curve: 2" | ||
"models/editor/vactubes/curve_3.mdl" : "Curve: 3" | ||
"models/editor/vactubes/curve_4.mdl" : "Curve: 4" | ||
"models/editor/vactubes/curve_5.mdl" : "Curve: 5" | ||
"models/editor/vactubes/curve_6.mdl" : "Curve: 6" | ||
"models/editor/vactubes/splitter_straight.mdl" : "Splitter: Straight" | ||
"models/editor/vactubes/splitter_sides.mdl" : "Splitter: Left/Right" | ||
] | ||
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skin(choices) : "Curve Direction" : 0 : "Reverse the direction, to make placing easier. Does not apply to splitters." = [ | ||
0 : "Forward" | ||
1 : "Backward" | ||
] | ||
output OnPass(void) : "Fired when a cube passes by." | ||
] |
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@PointClass | ||
appliesto(P2, srctools) | ||
autovis(Vactubes, Vac Globals) | ||
studioprop() | ||
= comp_vactube_object : "Registers objects that can appear in the tubing." | ||
[ | ||
model(studio) : "Vac Model" : : "Specifies the model used while in the vactube." | ||
skin(integer) : "Vac Skin" : : "Skin for the vactube model." | ||
offset(vecline) : "Offset" : : "The centerpoint of the model for positioning." | ||
weight(int) : "Weight" : 1 : "The number of extra 'chances' for this to spawn." | ||
|
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tv_skin[engine](integer) : "TV Skin" : 0 | ||
tv_skin(choices) : "TV Skin" : 0 : "The skin to display on scanner TVs." = | ||
[ | ||
0 : "Blank" | ||
1 : "Chair" | ||
2 : "Table" | ||
3 : "Cube" | ||
4 : "Hover turret / Core / Sphere" | ||
5 : "Turret" | ||
6 : "Boxed Turret" | ||
] | ||
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cube_model(studio) : "Cube Model" : : "If set, the model for the real cube version." | ||
cube_skin(integer) : "Cube Skin" : 0 : "The specific skin to detect on the real cubes." | ||
] |
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@PointClass base(BaseEntityPoint) | ||
appliesto(P2, srctools) | ||
autovis(Vactubes, Vac Paths) | ||
studio("models/editor/vactubes/start_point.mdl") | ||
= comp_vactube_start : "Marks the start point of a vactube. This is where they spawn." | ||
[ | ||
speed(float) : "Object Speed" : 800.0 : "Set the speed of the objects produced from here, in units per second." | ||
timer(boolean) : "Trigger automatically" : 1 : "If true, randomly trigger automatically." | ||
time_min(float) : "Minimum Time" : 0.15 : "The minimum time between objects." | ||
time_max(float) : "Maximum Time" : 0.5 : "The maximum time between objects." | ||
|
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input ForceSpawn(void) : "Force an object to spawn immediately." | ||
input EnableTimer(void) : "Enable the automatic timer." | ||
input DisableTimer(void) : "Disable the automatic timer." | ||
output OnSpawned(void) : "Fired when the cube spawns." | ||
] |
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|
||
@NpcClass base(BaseHeadcrab) | ||
appliesto(EP1, EP2, HL2, P1, ASW) | ||
autovis(NPCs, Headcrabs, Black Headcrab) | ||
studio("models/Headcrabblack.mdl") = npc_headcrab_black: "Black Headcrab" | ||
autovis(NPCs, Headcrabs, Poison Headcrab) | ||
studio("models/Headcrabblack.mdl") = npc_headcrab_black: "Black Poison Headcrab" | ||
[ | ||
] |
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@NpcClass base(BaseHeadcrab) | ||
appliesto(EP1, EP2, HL2, P1, ASW) | ||
autovis(NPCs, Headcrabs, Poison Headcrab) | ||
studio("models/Headcrabblack.mdl") = npc_headcrab_poison: "Black Poison Headcrab" | ||
[ | ||
] |
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Sprite | ||
{ | ||
$baseTexture "editor/comp_scriptvar_setter" | ||
$spriteorientation "vp_parallel" | ||
$spriteorigin "[ 0.50 0.50 ]" | ||
$no_fullbright 1 | ||
} |
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"Sprite" | ||
{ | ||
"$spriteorientation" "vp_parallel" | ||
"$spriteorigin" "[ 0.50 0.50 ]" | ||
"$baseTexture" "editor/logic_achievement" | ||
"$no_fullbright" 1 | ||
} |
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VertexlitGeneric | ||
{ | ||
$basetexture "models/editor/vactube_arrow" | ||
$alphatest 1 | ||
} |
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