Added ability to disable bosses using logic_classunlock
-Added Key "bossesenabled" -added input "setbossesenabled" -Updated FGD with above changed -Cleaned up FGD
This commit is contained in:
parent
6af66c30a5
commit
66fead7e96
2 changed files with 260 additions and 212 deletions
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@ -2,6 +2,7 @@ ENT.Type = "point"
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function ENT:Initialize()
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self.Class = self.Class or 1
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self.BossesEnabled = GAMEMODE.BossZombies
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end
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function ENT:Think()
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@ -50,6 +51,8 @@ function ENT:AcceptInput(name, activator, caller, args)
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v.IsDefault = nil
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end
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end
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elseif name == "setbossesenabled" then
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self:KeyValue("BossesEnabled",args)
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end
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end
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@ -57,6 +60,10 @@ function ENT:KeyValue(key, value)
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key = string.lower(key)
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if key == "class" then
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self.Class = value or self.Class
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elseif key == "bossesenabled" then
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local enabled = tonumber(value) == 1
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self.BossesEnabled = enabled
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GAMEMODE.BossZombies = enabled
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elseif string.sub(key, 1, 2) == "on" then
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self:AddOnOutput(key, value)
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end
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@ -1,165 +1,170 @@
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///////////////////////////////////////////////////////////////////////////////////
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// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (29th October 2014) //
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// If there are any bugs with this file, or any additions that need to be made //
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// make a post at: http://www.noxiousnet.com/forums/index.php?topic=14910 //
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///////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (10th November 2014) //
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// If there are any bugs with this file, or any additions that need to be made //
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// make a post at: http://www.noxiousnet.com/forums/index.php?topic=14910 //
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//////////////////////////////////////////////////////////////////////////////////
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@include "base.fgd"
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@include "halflife2.fgd"
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@include "hl2mp.fgd"
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///////////////////////////////////////////////////////////////////////////////////
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// Gamemode - Brush Entities //////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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// Gamemode - Brush Entities /////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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@SolidClass base(Targetname) = func_noair : "ZS: Anyone inside this brush requires air"
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[
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enabled(choices) : "Enabled" : 0 : "Enable the brush entity." =
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// Keys
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enabled(choices) : "Enabled" : 0 : "Enable the brush entity." =
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[
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1 : "Yes"
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0 : "No"
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]
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input enable(void) : "Enable the entity."
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input disable(void) : "Disable the entity."
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input toggle(void) : "Toggle the entity."
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// Inputs
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input enable(void) : "Enable the entity."
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input disable(void) : "Disable the entity."
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input toggle(void) : "Toggle the entity."
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]
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@SolidClass base(Targetname) = trigger_zombieclass : "ZS: You can directly control the changing of classes with this."
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[
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enabled(choices) : "Enabled" : 0 : "Enable the brush entity." =
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// Keys
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enabled(choices) : "Enabled" : 0 : "Enable the brush entity." =
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[
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1 : "Yes"
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0 : "No"
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]
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touchclass(choices) : "On Touch Class" : "zombie" : "Any living zombie touching the brush will be set to this class name." =
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touchclass(choices) : "On Touch Class" : "zombie" : "Any living zombie touching the brush will be set to this class name." =
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[
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"crow" : "Crow"
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"will o' wisp" : "Will O' Wisp"
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"zombie" : "Zombie"
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"classic Zombie" : "Classic Zombie"
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"fresh dead" : "Fresh Dead"
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"zombie legs" : "Zombie Legs"
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"zombie torso" : "Zombie Torso"
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"flesh creeper" : "Flesh Creeper"
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"headcrab" : "Headcrab"
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"fast headcrab" : "Fast Headcrab"
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"poison headcrab" : "Poison Headcrab"
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"ghoul" : "Ghoul"
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"wraith" : "Wraith"
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"bloated zombie" : "Bloated Zombie"
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"fast zombie" : "Fast Zombie"
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"fast zombie legs" : "Fast Zombie Legs"
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"poison zombie" : "Poison Zombie"
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"chem zombie" : "Chem Zombie"
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"nightmare" : "Nightmare"
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"puke pus" : "Puke Pus"
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"the tickle monster": "The Tickle Monster"
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"shade" : "Shade"
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"bonemesh" : "Bonemesh"
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"the butcher" : "The Butcher"
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"super zombie" : "Super Zombie"
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"gore child" : "Gore Child"
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"giga gore child" : "Giga Gore Child"
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"crow" : "Crow"
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"will o' wisp" : "Will O' Wisp"
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"zombie" : "Zombie"
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"classic Zombie" : "Classic Zombie"
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"fresh dead" : "Fresh Dead"
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"zombie legs" : "Zombie Legs"
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"zombie torso" : "Zombie Torso"
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"flesh creeper" : "Flesh Creeper"
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"headcrab" : "Headcrab"
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"fast headcrab" : "Fast Headcrab"
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"poison headcrab" : "Poison Headcrab"
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"ghoul" : "Ghoul"
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"wraith" : "Wraith"
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"bloated zombie" : "Bloated Zombie"
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"fast zombie" : "Fast Zombie"
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"fast zombie legs" : "Fast Zombie Legs"
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"poison zombie" : "Poison Zombie"
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"chem zombie" : "Chem Zombie"
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"nightmare" : "Nightmare"
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"puke pus" : "Puke Pus"
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"the tickle monster" : "The Tickle Monster"
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"shade" : "Shade"
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"bonemesh" : "Bonemesh"
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"the butcher" : "The Butcher"
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"super zombie" : "Super Zombie"
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"gore child" : "Gore Child"
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"giga gore child" : "Giga Gore Child"
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]
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endtouchclass(choices) : "On Leaving Class" : "zombie" : "Same as Touching Class but for when leaving the brush." =
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endtouchclass(choices) : "On Leaving Class" : "zombie" : "Same as Touching Class but for when leaving the brush." =
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[
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"crow" : "Crow"
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"will o' wisp" : "Will O' Wisp"
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"zombie" : "Zombie"
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"classic Zombie" : "Classic Zombie"
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"fresh dead" : "Fresh Dead"
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"zombie legs" : "Zombie Legs"
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"zombie torso" : "Zombie Torso"
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"flesh creeper" : "Flesh Creeper"
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"headcrab" : "Headcrab"
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"fast headcrab" : "Fast Headcrab"
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"poison headcrab" : "Poison Headcrab"
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"ghoul" : "Ghoul"
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"wraith" : "Wraith"
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"bloated zombie" : "Bloated Zombie"
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"fast zombie" : "Fast Zombie"
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"fast zombie legs" : "Fast Zombie Legs"
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"poison zombie" : "Poison Zombie"
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"chem zombie" : "Chem Zombie"
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"nightmare" : "Nightmare"
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"puke pus" : "Puke Pus"
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"the tickle monster": "The Tickle Monster"
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"shade" : "Shade"
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"bonemesh" : "Bonemesh"
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"the butcher" : "The Butcher"
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"super zombie" : "Super Zombie"
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"gore child" : "Gore Child"
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"giga gore child" : "Giga Gore Child"
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"crow" : "Crow"
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"will o' wisp" : "Will O' Wisp"
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"zombie" : "Zombie"
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"classic Zombie" : "Classic Zombie"
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"fresh dead" : "Fresh Dead"
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"zombie legs" : "Zombie Legs"
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"zombie torso" : "Zombie Torso"
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"flesh creeper" : "Flesh Creeper"
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"headcrab" : "Headcrab"
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"fast headcrab" : "Fast Headcrab"
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"poison headcrab" : "Poison Headcrab"
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"ghoul" : "Ghoul"
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"wraith" : "Wraith"
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"bloated zombie" : "Bloated Zombie"
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"fast zombie" : "Fast Zombie"
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"fast zombie legs" : "Fast Zombie Legs"
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"poison zombie" : "Poison Zombie"
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"chem zombie" : "Chem Zombie"
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"nightmare" : "Nightmare"
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"puke pus" : "Puke Pus"
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"the tickle monster" : "The Tickle Monster"
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"shade" : "Shade"
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"bonemesh" : "Bonemesh"
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"the butcher" : "The Butcher"
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"super zombie" : "Super Zombie"
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"gore child" : "Gore Child"
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"giga gore child" : "Giga Gore Child"
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]
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touchdeathclass(choices): "On Touch Respawn Class" : "zombie" : "Any living zombie touching the brush will be set to this class name on death." =
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touchdeathclass(choices) : "On Touch Respawn Class" : "zombie" : "Any living zombie touching the brush will be set to this class name on death." =
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[
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"crow" : "Crow"
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"will o' wisp" : "Will O' Wisp"
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"zombie" : "Zombie"
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"classic Zombie" : "Classic Zombie"
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"fresh dead" : "Fresh Dead"
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"zombie legs" : "Zombie Legs"
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"zombie torso" : "Zombie Torso"
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"flesh creeper" : "Flesh Creeper"
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"headcrab" : "Headcrab"
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"fast headcrab" : "Fast Headcrab"
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"poison headcrab" : "Poison Headcrab"
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"ghoul" : "Ghoul"
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"wraith" : "Wraith"
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"bloated zombie" : "Bloated Zombie"
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"fast zombie" : "Fast Zombie"
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"fast zombie legs" : "Fast Zombie Legs"
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"poison zombie" : "Poison Zombie"
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"chem zombie" : "Chem Zombie"
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"nightmare" : "Nightmare"
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"puke pus" : "Puke Pus"
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"the tickle monster": "The Tickle Monster"
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"shade" : "Shade"
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"bonemesh" : "Bonemesh"
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"the butcher" : "The Butcher"
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"super zombie" : "Super Zombie"
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"gore child" : "Gore Child"
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"giga gore child" : "Giga Gore Child"
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"crow" : "Crow"
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"will o' wisp" : "Will O' Wisp"
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"zombie" : "Zombie"
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"classic Zombie" : "Classic Zombie"
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"fresh dead" : "Fresh Dead"
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"zombie legs" : "Zombie Legs"
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"zombie torso" : "Zombie Torso"
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"flesh creeper" : "Flesh Creeper"
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"headcrab" : "Headcrab"
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"fast headcrab" : "Fast Headcrab"
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"poison headcrab" : "Poison Headcrab"
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"ghoul" : "Ghoul"
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"wraith" : "Wraith"
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"bloated zombie" : "Bloated Zombie"
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"fast zombie" : "Fast Zombie"
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"fast zombie legs" : "Fast Zombie Legs"
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"poison zombie" : "Poison Zombie"
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"chem zombie" : "Chem Zombie"
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"nightmare" : "Nightmare"
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"puke pus" : "Puke Pus"
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"the tickle monster" : "The Tickle Monster"
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"shade" : "Shade"
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"bonemesh" : "Bonemesh"
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"the butcher" : "The Butcher"
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"super zombie" : "Super Zombie"
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"gore child" : "Gore Child"
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"giga gore child" : "Giga Gore Child"
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]
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endtouchdeathclass(choices) : "On Leaving Respawn Class" : "zombie" : "Same as Touching Respawn Class but for when leaving the brush." =
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endtouchdeathclass(choices) : "On Leaving Respawn Class" : "zombie" : "Same as Touching Respawn Class but for when leaving the brush." =
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[
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"crow" : "Crow"
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"will o' wisp" : "Will O' Wisp"
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"zombie" : "Zombie"
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"classic Zombie" : "Classic Zombie"
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"fresh dead" : "Fresh Dead"
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"zombie legs" : "Zombie Legs"
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"zombie torso" : "Zombie Torso"
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"flesh creeper" : "Flesh Creeper"
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"headcrab" : "Headcrab"
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"fast headcrab" : "Fast Headcrab"
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"poison headcrab" : "Poison Headcrab"
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"ghoul" : "Ghoul"
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"wraith" : "Wraith"
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"bloated zombie" : "Bloated Zombie"
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"fast zombie" : "Fast Zombie"
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"fast zombie legs" : "Fast Zombie Legs"
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"poison zombie" : "Poison Zombie"
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"chem zombie" : "Chem Zombie"
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"nightmare" : "Nightmare"
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"puke pus" : "Puke Pus"
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"the tickle monster": "The Tickle Monster"
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"shade" : "Shade"
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"bonemesh" : "Bonemesh"
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"the butcher" : "The Butcher"
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"super zombie" : "Super Zombie"
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"gore child" : "Gore Child"
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"giga gore child" : "Giga Gore Child"
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"crow" : "Crow"
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"will o' wisp" : "Will O' Wisp"
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"zombie" : "Zombie"
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"classic Zombie" : "Classic Zombie"
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"fresh dead" : "Fresh Dead"
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"zombie legs" : "Zombie Legs"
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"zombie torso" : "Zombie Torso"
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"flesh creeper" : "Flesh Creeper"
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"headcrab" : "Headcrab"
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"fast headcrab" : "Fast Headcrab"
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"poison headcrab" : "Poison Headcrab"
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"ghoul" : "Ghoul"
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"wraith" : "Wraith"
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"bloated zombie" : "Bloated Zombie"
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"fast zombie" : "Fast Zombie"
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"fast zombie legs" : "Fast Zombie Legs"
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"poison zombie" : "Poison Zombie"
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"chem zombie" : "Chem Zombie"
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"nightmare" : "Nightmare"
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"puke pus" : "Puke Pus"
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"the tickle monster" : "The Tickle Monster"
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"shade" : "Shade"
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"bonemesh" : "Bonemesh"
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"the butcher" : "The Butcher"
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"super zombie" : "Super Zombie"
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"gore child" : "Gore Child"
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"giga gore child" : "Giga Gore Child"
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]
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onetime(choices) : "One Time?" : 0 : "If yes then anyone who gets swapped will be respawned as the last class they were before the change." =
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onetime(choices) : "One Time?" : 0 : "If yes then anyone who gets swapped will be respawned as the last class they were before the change." =
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[
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1 : "Yes"
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0 : "No"
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]
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instantchange(choices) : "Change Instantly?" : 1 : "If yes then anyone who gets swapped will instantly be changed right on the spot." =
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instantchange(choices) : "Change Instantly?" : 1 : "If yes then anyone who gets swapped will instantly be changed right on the spot." =
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[
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1 : "Yes"
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0 : "No"
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]
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// Inputs
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input enable(void) : "Enable the entity."
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input disable(void) : "Disable the entity."
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@ -174,32 +179,33 @@
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@SolidClass base(Targetname) = trigger_bossclass : "ZS: A zombie that touches this brush"
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[
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// Keys
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enabled(choices) : "Enabled" : 0 : "Enable the brush entity." =
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[
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1 : "Yes"
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0 : "No"
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]
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silent(choices) : "Silent" : 0 : "If yes then then the server does not announce that a player has become the new boss." =
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[
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1 : "Yes"
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0 : "No"
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]
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instantchange(choices) : "Change Instantly?" : 1 : "If yes then anyone who gets swapped will instantly be changed right on the spot." =
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instantchange(choices) : "Change Instantly?" : 1 : "If yes then anyone who gets swapped will instantly be changed right on the spot." =
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[
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1 : "Yes"
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0 : "No"
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]
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// Inputs
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input enable(void) : "Enable the entity."
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input disable(void) : "Disable the entity."
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input seton(integer) : "Set Enabled keyvalue. <boolean>"
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input setsilent(integer) : "Set Silent keyvalue. <boolean>"
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input setinstantchange(integer) : "Set Change Instantly keyvalue. <boolean>"
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input spawnboss(void) : "Spawns the boss using the zombie with the highest score"
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input spawnboss(void) : "Spawns the boss using the zombie with the highest score"
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// Outputs
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output OnBossTouched(void) : "Set when a boss starts touching the brush. Is not fired when a zombie becomes a boss in this volume."
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output OnBossTouched(void) : "Set when a boss starts touching the brush. Is not fired when a zombie becomes a boss in this volume."
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]
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///////////////////////////////////////////////////////////////////////////////////
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@ -208,11 +214,13 @@
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@BaseClass base(Targetname) = ZSSpawn
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[
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disabled(choices) : "Disabled" : 0 : "If disabled, players cannot spawn here." =
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// Keys
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disabled(choices) : "Disabled" : 0 : "If disabled, players cannot spawn here." =
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[
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1 : "Yes"
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0 : "No"
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]
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// Inputs
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input enable(void) : "Enable the spawn point."
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input disable(void) : "Disable the spawn point."
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@ -237,24 +245,27 @@
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@PointClass base(Targetname) = logic_beats : "ZS: Allows you to turn beats (the ambient music) on or off."
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[
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enabled(choices) : "Enabled" : 1 : "Allows ZS beats" =
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// Keys
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enabled(choices) : "Enabled" : 1 : "Allows ZS beats" =
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[
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1 : "Yes"
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0 : "No"
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0 : "No"
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]
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// Inputs
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input enable(void) : "Enables beats."
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input disable(void) : "Disables beats."
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// Outputs
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]
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@PointClass base(Targetname) = logic_dynamicspawning : "ZS: Allows you to control dynamic spawning."
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[
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// Keys
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enabled(choices) : "Enabled" : 1 : "Should dynamic spawning be on?" =
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[
|
||||
1 : "Yes"
|
||||
0 : "No"
|
||||
]
|
||||
|
||||
// Inputs
|
||||
input enable(void) : "Enable dynamic spawning."
|
||||
input disable(void) : "Disable dynamic spawning."
|
||||
|
@ -262,12 +273,15 @@
|
|||
|
||||
@PointClass base(Origin) iconsprite("particles/smokey") sphere( radius ) = zombiegasses : "ZS: Manually place a point for the zombies' noxious gases."
|
||||
[
|
||||
// Keys
|
||||
radius(integer) : "Radius" : 250 : "Radius that this can damage humans/heal zombies."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_pickupdrop : "ZS: Controls events when players pickup or drop things."
|
||||
[
|
||||
// Keys
|
||||
EntityToWatch(target_destination) : "Entity to Watch" : " " : "Name of the entity to watch (for outputs)."
|
||||
|
||||
// Inputs
|
||||
input ForceDrop(string) : "Forces the dropping of something that's picked up by a human."
|
||||
input DisablePickup(string) : "Disables human pickups for the specified entity. Does not force dropping if currently carried, use the above input."
|
||||
|
@ -314,50 +328,56 @@
|
|||
input redeemactivator(void) : "Instantly redeems the activator."
|
||||
input redeemcaller(void) : "Instantly redeems the caller."
|
||||
input setredeembrains(integer) : "Sets the amount of brains required for a zombie to automatically redeem. Setting it to 0 means no automatic redemptions."
|
||||
|
||||
|
||||
// Outputs
|
||||
output OnConditionPassed(void) : "Thrown by ourselves when a condition is passed. The activator is always the player in question. The arguments are the amount that was checked against."
|
||||
output OnConditionFailed(void) : "Thrown by ourselves when a condition is failed. The activator is always the player in question. The arguments are the amount that was checked against."
|
||||
output OnConditionPassed(void) : "Thrown by ourselves when a condition is passed. The activator is always the player in question. The arguments are the amount that was checked against."
|
||||
output OnConditionFailed(void) : "Thrown by ourselves when a condition is failed. The activator is always the player in question. The arguments are the amount that was checked against."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_startingloadout : "ZS: Allows you to control what people start with."
|
||||
@PointClass base(Targetname) = logic_startingloadout : "ZS: Allows you to control what people start with."
|
||||
[
|
||||
startingloadout(string) : "Starting Loadout" : "worth" : "Sets the starting load out for all new humans. This is a comma-separated list of entity classes which is then separated by colons. For example: weapon_zs_peashooter:1,weapon_zs_axe:1,item_ammo_pistol:2 would give everyone a peashooter, an axe, and spawn two boxes of pistol ammo on them. It also accepts none for absolutely no starting items and worth for using the worth menu (default)."
|
||||
// Keys
|
||||
startingloadout(string) : "Starting Loadout" : "worth" : "Sets the starting load out for all new humans. This is a comma-separated list of entity classes which is then separated by colons. For example: weapon_zs_peashooter:1,weapon_zs_axe:1,item_ammo_pistol:2 would give everyone a peashooter, an axe, and spawn two boxes of pistol ammo on them. It also accepts none for absolutely no starting items and worth for using the worth menu (default)."
|
||||
|
||||
// Inputs
|
||||
input setstartingloadout(string) : "Sets the keyvalue"
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_worth : "ZS: Allows you to control Worth."
|
||||
@PointClass base(Targetname) = logic_worth : "ZS: Allows you to control Worth."
|
||||
[
|
||||
startingworth(integer) : "Starting Worth" : 100 : "The amount of Worth to start with. Use 0 to disable Worth."
|
||||
// Keys
|
||||
startingworth(integer) : "Starting Worth" : 100 : "The amount of Worth to start with. Use 0 to disable Worth."
|
||||
|
||||
// Inputs
|
||||
input setstartingworth(integer) : "Sets the amount of worth to start with."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_barricade : "ZS: Allows or disallows specific entities from being nailed."
|
||||
@PointClass base(Targetname) = logic_barricade : "ZS: Allows or disallows specific entities from being nailed."
|
||||
[
|
||||
// Inputs
|
||||
input disablethese(string) : "Takes the arguments in the form of a comma-separated array and disables any entities with that name. For example, disablethese objective1,somethingimportant,somethingelse. This would disable nailing of those entities."
|
||||
input enablethese(string) : "Takes the arguments in the form of a comma-separated array and enables any entities with that name. For example, enablethese objective1,somethingimportant,somethingelse. This would enable nailing of those entities."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_difficulty : "ZS: Adjusts the difficulty of the game."
|
||||
@PointClass base(Targetname) = logic_difficulty : "ZS: Adjusts the difficulty of the game."
|
||||
[
|
||||
// Inputs
|
||||
input setzombiespeedmultiplier(float) : "Multiplyer for Zombie speed."
|
||||
input setzombiedamagemultiplier(float) : "Multiplyer for Zombie damage."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_pickups : "ZS: Allows you to control how much stuff people can pickup in the map. Only things placed by the mapper work with this system. Stuff from dead humans doesn't count."
|
||||
@PointClass base(Targetname) = logic_pickups : "ZS: Allows you to control how much stuff people can pickup in the map. Only things placed by the mapper work with this system. Stuff from dead humans doesn't count."
|
||||
[
|
||||
maxweaponpickups(integer) : "Max Weapon Pickups" : 5 : "How many weapons a player can pickup from the map."
|
||||
maxammopickups(integer) : "Max Ammo Pickups" : 5 : "How many ammo boxes a player can pickup from the map."
|
||||
maxflashlightpickups(integer) : "Max Flashlight Pickups" : 5 : "How many flashlight batteries a player can pickup from the map."
|
||||
weaponrequiredforammo(choices) : "Correct Weapon Required" : 0 : "If 1 then players must have a weapon that takes the ammo before being able to pick up an ammo box." =
|
||||
// Keys
|
||||
maxweaponpickups(integer) : "Max Weapon Pickups" : 5 : "How many weapons a player can pickup from the map."
|
||||
maxammopickups(integer) : "Max Ammo Pickups" : 5 : "How many ammo boxes a player can pickup from the map."
|
||||
maxflashlightpickups(integer) : "Max Flashlight Pickups" : 5 : "How many flashlight batteries a player can pickup from the map."
|
||||
weaponrequiredforammo(choices) : "Correct Weapon Required" : 0 : "If 1 then players must have a weapon that takes the ammo before being able to pick up an ammo box." =
|
||||
[
|
||||
1 : "Yes"
|
||||
0 : "No"
|
||||
]
|
||||
|
||||
// Inputs
|
||||
input setmaxweaponpickups(integer) : "Set the number of weapons a player can pickup from the map."
|
||||
input setmaxammopickups(integer) : "Set the number of ammo boxes a player can pickup from the map."
|
||||
|
@ -367,69 +387,86 @@
|
|||
|
||||
@PointClass base(Targetname) = logic_classunlock : "ZS: Allows you to control class unlocks."
|
||||
[
|
||||
class(string) : "Class" : "zombie" : "Sets the name of the class to watch for any outputs."
|
||||
// Inputs
|
||||
input unlockclass(string) : "Forces a class to be unlocked."
|
||||
input lockclass(string) : "Forces a class to be locked."
|
||||
// Outputs
|
||||
output OnClassUnlocked(void) : "Called when the class we're watching's class is unlocked by the game. This output isn't called if the class is unlocked by any logic_classunlock entities, only by the game."
|
||||
]
|
||||
|
||||
@PointClass studio("models/crossbow_bolt.mdl") base(Targetname) = prop_nail : "ZS: Allows you to manually place nails."
|
||||
[
|
||||
healthoverride(integer) : "Health Override" : 210 : "Sets the nail's maximum health to a specific number."
|
||||
healthmultiplier(float) : "Health Multiply" : 1 : "Multiply the nail's default maximum health by this number."
|
||||
unremovable(choices) : "Unremovable" : 0 : "Set to yes to make this nail unremovable by players." =
|
||||
// Keys
|
||||
class(string) : "Class" : "zombie" : "Sets the name of the class to watch for any outputs."
|
||||
bossesenabled(choices) : "Enable Bosses" : 1 : "When enabled, bosses spawn at wave end as normal." =
|
||||
[
|
||||
1 : "Yes"
|
||||
0 : "No"
|
||||
]
|
||||
|
||||
// Inputs
|
||||
input unlockclass(string) : "Forces a class to be unlocked."
|
||||
input lockclass(string) : "Forces a class to be locked."
|
||||
input setbossesenabled(integer) : "Enables or disables boss zombies."
|
||||
|
||||
// Outputs
|
||||
output OnClassUnlocked(void) : "Called when the class we're watching's class is unlocked by the game. This output isn't called if the class is unlocked by any logic_classunlock entities, only by the game."
|
||||
]
|
||||
|
||||
@PointClass studio("models/crossbow_bolt.mdl") base(Targetname) = prop_nail : "ZS: Allows you to manually place nails."
|
||||
[
|
||||
// Keys
|
||||
healthoverride(integer) : "Health Override" : 210 : "Sets the nail's maximum health to a specific number."
|
||||
healthmultiplier(float) : "Health Multiply" : 1 : "Multiply the nail's default maximum health by this number."
|
||||
unremovable(choices) : "Unremovable" : 0 : "Set to yes to make this nail unremovable by players." =
|
||||
[
|
||||
1 : "Yes"
|
||||
0 : "No"
|
||||
]
|
||||
|
||||
// Inputs
|
||||
input sethealth(integer) : "Sets the nail's remaining health."
|
||||
input attachto(string) : "Parent to this entity."
|
||||
input nailto(string) : "Nail to this entity. Use attachto first and then this to weld the two. Use 'worldspawn' here to weld to the world."
|
||||
input setname(string) : "Display this text as the owner name."
|
||||
input setunremovable(integer) : "Set if this nail is unremovable."
|
||||
input toggleunremovable(integer) : "Toggle unremovable state."
|
||||
input toggleunremovable(integer) : "Toggle unremovable state."
|
||||
]
|
||||
|
||||
@PointClass studio("models/Items/BoxMRounds.mdl") base(Targetname, Angles) = prop_ammo : "ZS: Game Specific Ammo."
|
||||
[
|
||||
ammotype(choices) : "Ammo Type" : "pistol" : "Ammo type this entity becomes" =
|
||||
// Keys
|
||||
ammotype(choices) : "Ammo Type" : "pistol" : "Ammo type this entity becomes" =
|
||||
[
|
||||
"pistol" : "Pistol"
|
||||
"smg1" : "Sub-Machine Gun"
|
||||
"ar2" : "Assault Rifle"
|
||||
"pulse" : "Pulse"
|
||||
"buckshot" : "Shotgun"
|
||||
"357" : "Rifle"
|
||||
"XBowBolt" : "Crossbow Bolts"
|
||||
"grenade" : "Grenades"
|
||||
"SniperRound" : "Barricade Boards"
|
||||
"sniperpenetratedround" : "Det-Packs"
|
||||
"Battery" : "Medical Ammo"
|
||||
"striderminigun" : "Message Beacons"
|
||||
"GaussEnergy" : "Nails"
|
||||
"stone" : "Stones"
|
||||
"thumper" : "Turrets"
|
||||
"pistol" : "Pistol"
|
||||
"smg1" : "Sub-Machine Gun"
|
||||
"ar2" : "Assault Rifle"
|
||||
"pulse" : "Pulse"
|
||||
"buckshot" : "Shotgun"
|
||||
"357" : "Rifle"
|
||||
"XBowBolt" : "Crossbow Bolts"
|
||||
"grenade" : "Grenades"
|
||||
"SniperRound" : "Barricade Boards"
|
||||
"sniperpenetratedround" : "Det-Packs"
|
||||
"Battery" : "Medical Ammo"
|
||||
"striderminigun" : "Message Beacons"
|
||||
"GaussEnergy" : "Nails"
|
||||
"stone" : "Stones"
|
||||
"thumper" : "Turrets"
|
||||
]
|
||||
amount(integer) : "Amount" : 0 : "Amount of ammo that collecting this item gives"
|
||||
amount(integer) : "Amount" : 0 : "Amount of ammo that collecting this item gives"
|
||||
]
|
||||
|
||||
@PointClass studio("models/weapons/w_irifle.mdl") base(Targetname, Angles) = prop_weapon : "ZS: Game Specific Weapon."
|
||||
[
|
||||
weapontype(string) : "weapon_type" : "weapon_zs_m4" : "Weapon type this entity becomes"
|
||||
// Keys
|
||||
weapontype(string) : "weapon_type" : "weapon_zs_m4" : "Weapon type this entity becomes"
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) sphere( range ) = point_worldhint : "ZS: Allows you to create 3D hints and information tags."
|
||||
[
|
||||
hint(string) : "Hint" : " " : "The hint to display."
|
||||
viewer(choices) : "Seen By" : 0 : "The team that can view us." =
|
||||
// Keys
|
||||
hint(string) : "Hint" : " " : "The hint to display."
|
||||
viewer(choices) : "Seen By" : 0 : "The team that can view us." =
|
||||
[
|
||||
"-1" : "Disabled"
|
||||
"0" : "Everyone"
|
||||
"3" : "Zombies"
|
||||
"4" : "Humans"
|
||||
]
|
||||
range(integer) : "Range" : 0 : "The range from the player's camera we must be in to see this hint. It can also be 0 for infinite."
|
||||
range(integer) : "Range" : 0 : "The range from the player's camera we must be in to see this hint. It can also be 0 for infinite."
|
||||
|
||||
// Inputs
|
||||
input sethint(string) : "Sets the hint to display."
|
||||
input setviewer(integer) : "Sets the team that can view us. Use 0 for everyone, -1 for no one (inactive), 3 for zombie, and 4 for human."
|
||||
|
@ -438,47 +475,46 @@
|
|||
|
||||
@PointClass base(Targetname) = prop_playergib : "ZS: Allows you to manually place gibs."
|
||||
[
|
||||
// "models/gibs/HGIBS.mdl"
|
||||
// "models/gibs/HGIBS_spine.mdl"
|
||||
// "models/gibs/HGIBS_rib.mdl"
|
||||
// "models/gibs/HGIBS_scapula.mdl"
|
||||
// "models/gibs/antlion_gib_medium_2.mdl"
|
||||
// "models/gibs/Antlion_gib_Large_1.mdl"
|
||||
// "models/gibs/Strider_Gib4.mdl"
|
||||
// Keys
|
||||
gibtype(choices) : "Gib Type" : 1 : "Overrides the gib's type." =
|
||||
[
|
||||
1 : "Skull"
|
||||
2 : "Spine"
|
||||
3 : "Rib"
|
||||
4 : "Scapula"
|
||||
7 : "Small Chunk"
|
||||
5 : "Medium Chunk"
|
||||
6 : "Large Chunk"
|
||||
1 : "Skull" // "models/gibs/HGIBS.mdl"
|
||||
2 : "Spine" // "models/gibs/HGIBS_spine.mdl"
|
||||
3 : "Rib" // "models/gibs/HGIBS_rib.mdl"
|
||||
4 : "Scapula" // "models/gibs/HGIBS_scapula.mdl"
|
||||
7 : "Small Chunk" // "models/gibs/antlion_gib_medium_2.mdl"
|
||||
5 : "Medium Chunk" // "models/gibs/Antlion_gib_Large_1.mdl"
|
||||
6 : "Large Chunk" // "models/gibs/Strider_Gib4.mdl"
|
||||
]
|
||||
lifetime(integer) : "Lifetime" : 0 : "Overrides how long for this gib should live. 0 for never automatically remove."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome."
|
||||
@PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome."
|
||||
[
|
||||
// Inputs
|
||||
input win(void) : "Humans win the game, map over."
|
||||
input lose(void) : "Humans lose the game, map over."
|
||||
|
||||
// Outputs
|
||||
output onwin(void) : "Called when humans win even if not by this entity."
|
||||
output onlose(void) : "Called when humans lose even if not by this entity."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_infliction : "ZS: Watches for the specified infliction level."
|
||||
@PointClass base(Targetname) = logic_infliction : "ZS: Watches for the specified infliction level."
|
||||
[
|
||||
// Keys
|
||||
infliction(float) : "Infliction" : "0.5" : "Defines infliction to watch for (float between 0.0 - 1.0)."
|
||||
|
||||
// Outputs
|
||||
output OnInflictionReached(void) : "Called when the specified infliction level has been reached."
|
||||
output OnLastHuman(void) : "Called when there is one person alive. !caller and !activator are both the last human's entity."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_waves : "ZS: Watches for the start of the specified wave."
|
||||
[
|
||||
wave(integer) : "Wave" : 1 : "Any On* outputs will watch for this wave. Use -1 for all waves."
|
||||
@PointClass base(Targetname) = logic_waves : "ZS: Watches for the start of the specified wave."
|
||||
[
|
||||
// Keys
|
||||
wave(integer) : "Wave" : 1 : "Any On* outputs will watch for this wave. Use -1 for all waves."
|
||||
|
||||
// Inputs
|
||||
input AdvanceWave(void) : "Advances to the next wave and sets the wave to active."
|
||||
input EndWave(void) : "Sets the time that the wave ends to this very moment."
|
||||
|
@ -487,20 +523,24 @@
|
|||
input SetWaves(integer) : "Sets the total amount of waves to the number specified. Don't worry about class unlocks, the gamemode does not use the max waves value directly."
|
||||
input SetWaveStart(integer) : "Sets the time that the wave will start to TimeNow + <time>. You should use this instead of delayed entity inputs."
|
||||
input SetWaveEnd(integer) : "Sets the time that the wave will end to TimeNow + <time>. You should use this instead of delayed entity inputs."
|
||||
|
||||
// Outputs
|
||||
output OnWaveStart(void) : "Called when the specified wave has started."
|
||||
output OnWaveEnd(void) : "Called when the specified wave has ended."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = point_zsmessage : "ZS: Custom message that is displayed with the specified message."
|
||||
@PointClass base(Targetname) = point_zsmessage : "ZS: Custom message that is displayed with the specified message."
|
||||
[
|
||||
team(choices) : "Team" : "all" : "Filter which team gets the message." =
|
||||
// Keys
|
||||
team(choices) : "Team" : "all" : "Filter which team gets the message." =
|
||||
[
|
||||
"zombie" : "Zombies"
|
||||
"human" : "Humans"
|
||||
"private" : "Activator Only"
|
||||
"all" : "All"
|
||||
]
|
||||
|
||||
// Inputs
|
||||
input message(string) : "What to display. Supports the markup library."
|
||||
input sethumanhudmessage(string) : "Set a message to display in the human wave hud."
|
||||
input setzombiehudmessage(string) : "Set a message to display in the zombie wave hud."
|
||||
|
@ -508,7 +548,7 @@
|
|||
input clearzombiehudmessage(void) : "Clear the message to display in the zombie wave hud."
|
||||
]
|
||||
|
||||
@PointClass base(Targetname) = logic_pantsmode : "ZS: When activated, this will set the special Pants Mode on."
|
||||
@PointClass base(Targetname) = logic_pantsmode : "ZS: When activated, this will set the special Pants Mode on."
|
||||
[
|
||||
// Inputs
|
||||
input enable(void) : "Enables pants mode."
|
||||
|
@ -517,20 +557,21 @@
|
|||
|
||||
@PointClass base(Targetname) = info_gamehud : "ZS: Allows you to control a custom message that appears on the wave HUD for each team. Can be used to display objectives or other information."
|
||||
[
|
||||
message(string) : "Message" : " " : "The hint to display."
|
||||
viewer(choices) : "Seen By" : 0 : "The team that can view us." =
|
||||
// Keys
|
||||
message(string) : "Message" : " " : "The hint to display."
|
||||
viewer(choices) : "Seen By" : 0 : "The team that can view us." =
|
||||
[
|
||||
"-1" : "Disabled"
|
||||
"0" : "Everyone"
|
||||
"3" : "Zombies"
|
||||
"4" : "Humans"
|
||||
]
|
||||
|
||||
// Inputs
|
||||
input setmessage(string) : "Sets the hint to display."
|
||||
input setmessage(string) : "Sets the hint to display."
|
||||
input setviewer(integer) : "Sets the team that can view us. Use 0 for everyone, -1 for no one (inactive), 3 for zombie, and 4 for human."
|
||||
]
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////
|
||||
// Gamemode - Worth Weapons + Items ///////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -741,7 +782,7 @@
|
|||
"A hunting rifle that deals high amount of damage at the cost of slow reload speed. " []
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////
|
||||
// Gamemode - Crafting Weapons //|||||////////////////////////////////////////////
|
||||
// Gamemode - Crafting Weapons ////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
@PointClass base(Weapon) studio("models/props_c17/oildrum001_explosive.mdl") = weapon_zs_megamasher : "Craftable Weapon.\n"+
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Reference in a new issue