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cso-vhe.fgd
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// ------------------------------------------------------------------------------
// Counter-Strike Online game definition file (.fgd)
// Version 1.0
// For Worldcraft 3.3, Hammer 3.4 - 3.5beta4 or any level editor which doesn't support huge descriptions
// Last update: July 6, 2022 by Smilex_Gamer (https://steamcommunity.com/id/Smilex_Gamer/)
// -------------------------------------------------------------------------------
// July 6, 2022 - Smilex_Gamer (1.0)
// --- Global ---
// Added entities
// cycler_weapon, env_debris, info_intermission, info_landmark, item_suit
// item_generic, player_loadsaved, speaker, trigger_changelevel, trigger_endsection
// trigger_monsterjump, trigger_transition, world_items, func_monsterclip, func_tankrocket
// Added iconsprite to
// cycler, cycler_wreckage, env_glow, env_sprite, game_zone_player
// Switched env_shooter studio model for iconsprite
// Added renderfx values
// Dead Player, Explode, Glowing Shell, Clamp Min Scale, Light Multiplier
// Re-added renderfx values
// Slow Fade Away, Fast Fade Away, Slow Become Solid, Fast Become Solid
// Added flag Angle to base class PlayerClass
// Added base class PlayerAnim and studio model to info_player_deathmatch and info_player_start
// Added base class PlayerAnim to info_vip_start
// --- CSO ---
// Added keyvalues to worldspawn
// sc_force, sc_maxforce, sc_ele, sc_airreg, sc_passforce,
// playercollision, checkpointcount, waterfriction, airtime, waterdmgtime,
// waterdmgmin, waterdmgmax, waterdmgrestore, visioncolor
// Added base classes
// ZBSBreak, ZBSBtn, CyclerModel
// Added entities
// ampsuit_cycler_mdl, angra_detect, ballspawn1, ballspawn2, ballspawn3,
// boss_action, boss_room, boss_room_wall, boss_spawn_point, bot_spawn_point,
// br_breakable, br_c4zone, br_spawn_player, br_spot, br_train,
// button_boss_spawn, chall_check0, chall_check1, chall_check2, chall_check3,
// chall_check4, chall_check5, chall_check6, chall_check7, chall_check8,
// chall_check9, chall_finish, chall_return, chall_spawnct0, chall_spawnct1,
// chall_spawnct2, chall_spawnct3, chall_spawnct4, chall_spawnct5, chall_spawnct6,
// chall_spawnct7, chall_spawnct8, chall_spawnct9, chall_spawntr0, chall_spawntr1,
// chall_spawntr2, chall_spawntr3, chall_spawntr4, chall_spawntr5, chall_spawntr6,
// chall_spawntr7, chall_spawntr8, chall_spawntr9, chall_start, cover_spot,
// ctattackspawn, ctgoal, ctgoalpoint, ctkeeperzone, ctsafezone,
// customwb, cutscene_camera, cycler_mdl, decoder_buy_machine, decoder_slot_machine,
// dynamic_culling, env_explosion_ex, env_visioncolor, esc_exitzone, esc_generator,
// func_barrelbomb, func_button_noclip, func_gauge_button, func_pressmachine, func_zombie_safetyzone,
// goalprotect, info_sudden_death_spawn_1, info_sudden_death_spawn_2, info_sudden_death_spawn_3, info_sudden_death_spawn_4
// info_sudden_death_spawn_5, info_sudden_death_spawn_6, info_sudden_death_spawn_7, info_sudden_death_spawn_8, invisible_entity,
// knifebox, kraken_c4, mount_weapon, naval_weapon, obj_break,
// obj_exp, particle_emitter, particle_off, parts_generator, parts_spawner,
// playerspawn, remove_module_area, restart_round_once, revenant_groggy, shelter_ammobox_button,
// shelter_barricade, shelter_check, shelter_item, shelter_team_barricade, shelter_team_buyzone,
// shelter_team_mineral, shelter_turret, shelter_upgrade, shelter_warehouse_button, shooting_range_pad,
// snowman_ct_controller, snowman_ct_core, snowman_tr_controller, snowman_tr_core, spring_cooler,
// trap_point, trattackspawn, trgoal, trgoalpoint, trigger_agit_speczone,
// trigger_bgm, trigger_clearpoint, trigger_dynamicfog, trigger_firefire, trigger_jumppad,
// trigger_nextmap, trigger_onroundstart, trigger_playercount, trigger_seethru, trigger_speed,
// trkeeperzone, trsafezone, weapon_cradle, weaponbox_spawner, weaponbox3,
// zbs_actionpoint, zbs_actionzone, zbs_airstrike_btn, zbs_crazy_btn, zbs_hide_btn,
// zbs_nextmap_toggle, zbs_turret_btn, zbs_wave_trigger, zbs73_powersource, zbsbreak,
// zbsbreak_dontupgrade, zbstarget, zbstrigger, zbstrigger_spawn, ze_breakable,
// ze_button, ze_counter, ze_exit, ze_hotspot, ze_item,
// ze_message, ze_status, zg_airstrike, zg_breakable, zombiespawn,
// zs_bomb, zs_bosszone, zs_custom_spawner, zs_destination, zs_follower,
// zs_follower_spawn, zs_follower_trigger, zs_limitcheck_xt300, zs_safezone, zs_supply,
// ztdbreak, ztdspawn, ztdtrigger
// ------------------------------------------------------------------------------
//
// Original description:
//
// ------------------------------------------------------------------------------
// Counter-Strike game definition file (.fgd)
// Version 0.8.0.5
// For Worldcraft 3.3, Hammer 3.4 - 3.5beta4, Half-Life 1.0.0.9 plus cs 1.6
// Last update: August 9, 2008 by Hex-a-Decimal ([email protected])
// -------------------------------------------------------------------------------
//
// To learn how to use these entities, please visit Valve Editing
// Resource Center
// (AKA the VALVE-ERC/VERC) at http://collective.valve-erc.com/
//
// by Justin DeJong aka "N0TH1NG"
// modified from code by Chris Bokitch aka "autolycus"
//
// by Tim Holt aka Waldo ([email protected])
// modified from code by Justin DeJong aka "N0TH1NG"
//
// by Hex-a-Decimal ([email protected])
// modified from code by Tim Holt aka Waldo ([email protected])
//
// Version 0.7.7 and 0.7.8 by fjl ([email protected])
//
// Version 0.7.8enhanced and 0.7.9.2e by tommy of escondido
//
// Version 0.7.9.2 by KeshTath ([email protected])
//
// Version 0.7.9.3 & 0.7.9.3b & 0.7.9.3c by tommy of escondido
//
// Version 0.7.9.4 - 0.7.9.9 by Anders Jenbo aka Wolf aka NoBody ([email protected])
//
// Version 0.8.0.1 - 0.8.0.5 by Hex-a-Decimal ([email protected])
//
// -----------------------------------------------------------------------
// August 9, 2008 - Hex-a-Decimal (0.8.0.5)
// Change env_fog's density initial value to 0.001
// remove env_smoker (again), item_thighpack (buggy, just show up on first round)
// -----------------------------------------------------------------------
// July 25, 2008 - Hex-a-Decimal (0.8.0.4)
// added func_weaponcheck, item_thighpack
// remove old keys on the env_fog
// -----------------------------------------------------------------------
// July 2, 2008 - Hex-a-Decimal (0.8.0.3)
// readded weapon_c4
// change model of weapon_c4 to C4 world model
// -----------------------------------------------------------------------
// July 1, 2008 - Hex-a-Decimal (0.8.0.2)
// made point entities in ascending order
// added "body" to cycler_sprite
// -----------------------------------------------------------------------
// June 30, 2008 - Hex-a-Decimal (0.8.0.1)
// readded env_fog and env_smoker
// added properties to env_fog, "density"
// -----------------------------------------------------------------------
// May 12, 2005 - Wolf (0.8.0.0)
// added fixed func_breakable stuff
// -----------------------------------------------------------------------
// Agust 25, 2004 - Wolf (0.7.9.9)
// added func_breakable stuff
// -----------------------------------------------------------------------
// Agust 25, 2004 - Wolf (0.7.9.8)
// gave the zip a name that reflets the version xp_798u (expert version 0.7.9.8 unofficial)
// Split the fgd back in to a SP and a common,
// changed cyclers to have Model / Sprite support.
// added zhlt_invisible to some of the invisable entitys to save on stored polys.
// Added Angles to trigger_camera.
// Added entitys
// weapon_ak47, weapon_aug, weapon_awp, weapon_deagle, weapon_elite,
// weapon_famas, weapon_fiveseven, weapon_flashbang, weapon_g3sg1,
// weapon_galil, weapon_glock18, weapon_hegrenade, weapon_knife,
// weapon_m249, weapon_m3, weapon_m4a1, weapon_mac10, weapon_mp5navy,
// weapon_p228, weapon_p90, weapon_scout, weapon_sg550, weapon_sg552,
// weapon_shield, eapon_smokegrenade, weapon_tmp, weapon_ump45,
// weapon_usp, weapon_xm1014, ammo_338magnum, ammo_357sig, ammo_45acp,
// ammo_50ae, ammo_556nato, ammo_556natobox, ammo_57mm, ammo_762nato,
// ammo_9mm, ammo_buckshot, item_antidote, item_kevlar, item_assaultsuit,
// item_suit, item_thighpack, info_landmark, item_security,
// trigger_endsection, trigger_autosave, trigger_transition,
// trigger_changelevel, test_effect, func_weaponcheck
// weaponbox (see its note for how to add more ammo types)
// Added some info from the cs-single-player fgd by fjl
// Removed
// xen entities, env_smoker, info_lights_rad and env_fog (only commented fog out)
// Updated weapon_c4's dicription.
// changed some (choices) so that the key is removed if set to 0, saves a bit on entity data.
// Changed apperiance for
// path_corner, path_track, env_explosion, trigger_camera, env_shooter,
// item_battery, item_healthkit, item_longjump, env_sprite, cycler_wreckage,
// env_beverage, env_funnel, env_rain, env_snow, info_landmark, env_shake,
// info_compile_parameters, info_teleport_destination, info_null
// Added Targetx and RenderFields to the Weapon base class
// Added spark_shower to game_player_equip
// Gave the env_shooter a model so it dosen't crash the game
// Fixed the granade type of the func_grencatch
// Hostages and players are now displayed by models.
// Models and animation can be changed from the editor.
// Made the hostage_entity more compatible with other models.
// Added zhlt_noclip and zhlt_invisible to all brush entitys.
// corected the number for Opaque + Concave Fix
// Added info_texlights
// Added more keys to info_compile_parameters.
// priority, verbose, hlcsg, wadautodetect, noclipeconomy, noskyclip,
// nocliphull, cliptype, texdata, wadconfig, hlbsp, hlvis, hlrad,
// Vismatrix Method, lightdata, circus
// Removed the flags from info_compile_parameters as they are obsoled.
// Tested most entitis and did some other stuff :)
// -----------------------------------------------------------------------
// Mar 22, 2004 - tommy (0.7.9.3c)
// added angles property to armoury entity so you can rotate or stand
// the weapons on end.
// -----------------------------------------------------------------------
// Oct 18, 2003 - tommy (0.7.9.3b)
// removed item_airtank, it was causing a precache error.
// added weapon_C4 pre-plantable bomb from FJL's single player CS fgd.
// -----------------------------------------------------------------------
// Oct 16, 2003 - tommy (0.7.9.3 fix)
// -fixed shieldgun to shield in game_player_equip, and added item_airtank.
// -added single use func_grencatch from FJL's single player CS fgd.
// -----------------------------------------------------------------------
// Sept 17, 2003 - tommy (0.7.9.3)
// -added env_rain and env_snow for CS 1.6
// -----------------------------------------------------------------------
// June 15, 2003 - tommy (0.7.9.2e)
// -added flag 2 to trigger_multiple for no player activation for soccer maps.
// - Style property commented out for triggers, seems to serve no purpose.
// -added light style 12 underwater weird - buggy. not really a light source.
// -added to func_pushable choice 2, breakable by player touch - buggy
// -----------------------------------------------------------------------
// January 21st, 2003 - KeshTath (0.7.9.2)
// - Added weapon_shieldgun to game_player_equip.
// - Added weapon_galil to game_player_equip.
// - Added weapon_famas to game_player_equip.
// *NOTE* You cannot add any of the new weapons to the armoury_entity, They did not
// put in any code to allow you to add the UMP, SG550 or any of the new 1.6 weapons.
//-----------------------------------------------------------------------
// Oct 7th, 2002 - tommy (0.7.8.1)
// added Lauries new entity properties for switchable texture lighting
//------------------------------------------------------------------------------
// Aug 19th, 2002 - tommy (0.7.8enhanced)
// - fixed env_blood choices
// -----------------------------------------------------------------------------
// Aug 11th, 2002 - tommy (0.7.8enhanced)
// - added editing sprites for: monster_cycler, cycler_wreckage, env_beam, env_blood, env_explosion
// env_glow, env_fade, env_laser, env_render, env_sprite, gibshooter, path_track, path_corner.
// --------------------------------------------------------------------------------
// Aug 2nd, 2002 - tommy (0.7.8enhanced)
// - added sound choices to base trigger copied from button sound choices.
// - added body choice for use with scientist.mdl to hostage entity.
// - added sequence(string) to cycler_sprite to give control over model animations.
// - fixed some comment errors, also modified and added more to some entitys.
// --------------------------------------------------------------------------------
// April 29th, 2002 - tommy (0.7.8enhanced)
// - added notes on various entitys and choices from Lauri of Spirit of HL and from Waldo's
// various notes on DoD and CS fgds, as well as my own.
// - Removed renderfield string codes and replaced them with "Renderfields"
// baseclasses for cycler_wreckage,
// - env_fog upgraded to the choices/abilities other mods use, in case CS upgrades to full fog someday.
// - added property of "shade"(_diffuse_light) to light enviornment for adam foster's hack of HLRAD, so that
// shadows can be given a specific color.
// - added skins for "water" (-3), "slime" (-4), "lava" (-5) and "make ladder" (-16) to func_illusionary
// - added spawnflags "only trigger" (1) and "pressure" (4) to func_pushable as other ways to break it.
// - gave func_train ALL the same skins as func_illusionary & func_water, even though the skins work oddly for a train.
// - added skins "empty" (-1) and "ladder" (-16) to func_water. note "ladder" only works with non ! textures.
//-----------------------------------------------------------------------
// April 7th, 2002 - fjl (0.7.8)
// - Global baseclass is a single player map option. The following baseclasses and
// entities listed could support it so I added it to them.
// BASECLASSES: Breakable, door, Basetank and Trackchange
// SOLID ENTITIES func_button, func_conveyor, func_pendulum, func_plat,
// func_rot_button, func_rotating, func_tracktrain, func_train and func_wall
// - Added Master(string) to Basetank baseclass.
// - Removed renderfield string codes and replaced them with "Renderfields"
// baseclasses for cycle, cycler_sprite & button_target.
// - Added the Appearflags("Not in Deathmatch") option to these listed entities and
// baseclasses that where missing that parameter.
// BASECLASSES: playerclass, door
// ENTITIES: func_friction, func_pendulum, func_wall, infodecal
// - Gave func_breakable the ability to spawn a battery, healthkit or shotgun
// shells upon breaking. This options works a bit buggy since the spawned items
// will continue to respawn on its own after its been picked up. If the
// func_breakable is given a name, it will have the same effect as a
// MonsterMaker by spawning the object each time its triggered.
// Use this option wisely or only for single player maps.
// - Added missing ZHLT options to func_friction.
// - Added the "Instant Crowbar" flag to func_pushable. Not that this option is
// usable for this mod, but I added it so whoever does the next Half-Life FGD
// update, realizes that it supports that option.
// - Added missing Renderfields baseclass to func_rot_button.
// - Changed func_rotate to default to a speed of 50 instead of 0.
// - Added item_healthkit to game_player_equip.
// - Added ammo for the M249 Para on game_player_equip. Thanks to [B.o.G]doom for
// this information.
// - Added some extra information to the game_player_equip entity.
// - Added character limit number for the "game_text" entity on its message string.
// - Added "Renderfields" baseclass to hostage_entity. This allows the option for
// hostages to be transparent, distorted, flickering or any of those other effects.
// - Added "Renderfields" baseclass to item_healthkit, item_longjump and item_battery.
// - Fixed light_spot bug where its default color was yellow instead of white.
// - Gave Light_Environment the "Initially Dark" flag.
// - Added "Appearance" effects to light_environment. This allows light_environment
// to have the strobe and flicker light effects just incase you want to give
// players an epileptic seizure while they play your map :)
// Appearance's effect will not work if light_environment is given a name.
// - Added "Custom Appearance" to light_environment. This option does require the
// entity to have a name for it to work.
// - Added the "target" field to light_environment. Add the light_environment
// entity, and in the target field, add the name of its target(another entity).
// Light_environment will now emit light in that direction from all sky brushes.
// This should save time from trying to figure out the annoying angles and pitches.
// - Added monster_scientist entity. Works the same as hostage_entity except that
// it uses the scientist model. The scientist type(luther, einstein, etc.) is
// also selectable. While it is possible to change hostage_entity into the
// scientist model, a specific scientist type is not selectable.
// Only monster_scientist has that option, which is why I added it.
// - Added the sprite color to the multisource and multi_manager entities so they
// are the same as Half-Life's FGD.
// - Added "Global State Master" to trigger_auto.
// - Fixed bug on trigger_counter, where field options repeated themselves.
// This same bug seems to be plaguing all the other FGD's. Whoever plans to
// updates those other FGD files should take note of it.
// - Added "Level Fade In" and "CD track to play" to WorldSpawn. These options
// should only be used for single player maps.
// - Changed the baseclass name, zhltlightflags to ZHLT.
// - Rearranged some of the entities code so that the most common fields and
// options come before the other options. It was annoying having to scroll to
// the bottom just to find out what some of them trigger or what their names are.
// The Name of the entity should always come first and the other important
// options right after. Something in the fashion listed below, that is, if they
// contain those fields.
// ------------------------
// Name
// Global Entity Name
// Master
// Target
// Trigger delay
// Pitch Yaw Roll (Y Z X)
// Render FX
// Render Mode
// FX Amount(1 - 255)
// FX Color (R G B)
// Light Flags (ZHLT 2.2+)
// Light Origin (ZHLT 2.2+)
// ------------------------
// Not all of them are exactly in this order since that would require re-writing
// the whole FGD file, but I did manage to rearrange them to some extent for the
// following baseclasses and entities listed below.
// BASECLASSES: breakable, gibshooterbase and trigger
// ENTITIES: env_sprite, func_button, func_door_rotating, func_pendulum,
// func_platrot, func_rot_button, func_rotating, func_tracktrain, func_vehicle,
// game_counter, game_counter_set, game_player_hurt, game_player_team,
// info_teleport_destination, light, momentary_rot_button, path_track,
// trigger_camera, trigger_changetarget, trigger_counter, trigger_hurt
// and xen entities
// - In order to help with the rearranging of the fields(read previous sentence), I
// had to create a Master Baseclass. These are the following baseclasses and
// entities that I removed the Master string from their code and replaced it with
// the Master baseclass.
// BASECLASSES: door and trigger
// ENTITIES: game_counter, game_counter_set, game_score, game_team_master,
// game_text, game_zone_player, trigger_hurt, func_button, func_rot_button,
// button_target and momentary_rot_button
// - Added some extra information to Basetank baseclass and func_rot_button entity.
// - Put line codes for trigger_gravity, func_wall, func_wall_toggle and func_water
// entities in alphabetical order.
// - Added some extra info to the previous update list and fixed some spelling errors.
// - Updated once again, "cs_fgd_readme.txt" and "INSTALL.TxT"
// -----------------------------------------------------------------------
// March 16th, 2002 - fjl (0.7.7)
// - Added the "New Level Unit" Option on WorldSpawn.
// - Added "weapon" baseclass.
// - Added "Appearflags" baseclass.
// - Added "Global" baseclass.
// - Changed ZHLT _fade option to default to 1.0 instead of 0
// - Changed ZHLT _falloff option to have a choice of "default," "linear," and "square."
// - Removed the zhlt_lightflags choices from the "breakable" baseclass. It didn't need it.
// - Added "Opaque + Concave Fix" to zhlt_lightflags.
// - Changed IS NOT LOOPED to NOT TOGGLED on ambient_generic
// - Removed ZHLT from func_wall_toggle. It caused ZHLT options to repeat.
// - Added a Targetname and ZHLT _fade and _falloff options to light_environment.
// - Changed light_environment so it defaults to an angle of 270 and pitch of -90.
// Similar to high noon sunlight.
// - Added the ZHLT _fade and _falloff options for light_spot.
// - Changed all light entities to start with a white brightness(255 255 255 200)
// instead of the annoying yellow color(255 255 128 200).
// - Added "Angular Velocity" to func_train. Angle does not reset with a new round.
// Hopefully VALVe will fix this in the future.
// - Changed trigger_gravity to display "Gravity (0.0-1)" instead of "Gravity (0-1)"
// - Added cycler entity.
// - Added cycler_wreckage. Seems its just a big smoke sprite used for machine wrecks
// so I edited it to not show the targetted sprite by default. If it does show the
// sprite, it will simply look like a sprite stuck inside the smoke stack. It was
// best to make it invisible. If a bigger sprite is used like say 320hud1.spr there
// will be a more spread out smoke stack. Bigger sprite = wider smoke stack.
// - Added env_fade.
// - Added env_fog in hopes to get VALVe to implement it for this mod and make it
// compatible for software and direct3d modes. Currently doesn't work with
// Counter-Strike version 1.3
// LIMITATIONS:
// Currently (as of Half-Life 1.1.0.8), objects outside of the 100% opacity range
// are still drawn and still contribute to the overall polygon count. This entity is
// still quite under development.
// The fog is only drawn in OpenGL mode. This means users who are viewing the level
// in Software or Direct3D rendering will not see the fog. For this reason, if you
// plan on releasing your map publicly, the env_fog entity should not be used as it
// will put OpenGL users at a disadvantage.
// - Added func_guntarget.
// - Added func_recharge and func_healthcharger. Currently the dmdelay,
// "Deathmatch recharge delay" does not work with CS 1.3. Hopefully
// this will be fixed in the future.
// - Added func_tanklaser
// - Removed func_tankrocket seeing as how CS cannot support the rocket entity.
// - Added all missing weapons for game_player_equip plus added item_longjump &
// item_battery including all weapon ammo. Almost did a complete re-write to this
// entity to make it alot easier to use. I just can't figure out nightvision goggles
// and ammo for the para. If you figure it out, please contact me. I would advice
// using this item to give players the longjump or the battery wisely. Those items
// do not magically dissapear like all the others. They will remain even after
// a round ends. Also, You can't give all weapons and items at one time. SO DON'T TRY!
// - Added gibshooter entity.
// - Added item_longjump, item_battery and item_healthkit entities. These respawn
// like in HL deathmatch. They might be a bit buggy though.
// - Added xen entities.
// - Rearranged the update list so the latest additions are on top.
// - Updated the "readme.txt" that comes with the zip file and renamed it to
// "cs_fgd_readme.txt" so it will not over write Worldcraft's "readme.txt" file.
// - Created an "install.txt" for the zip file.
// - Created a single player FGD file for anyone wanting to create training maps.
// It contains the level transition entities required to make such maps. Plus it
// contains many other entities that have some type of use on single player maps but
// are not supported for multiplayer maps. The file is named "cs-single_player.fgd"
// and it MUST be used alongside this FGD file. Read that FGD file to learn more.
//
// Jan 26, 2001 - Tim Holt (0.7.6)
// - Added "No Clients" check option to Trigger base class per suggestion/lead
// from Mataleone (cs mapping forum)
//-----------------------------------------------------------------------
// Jan 6, 2001 - Tim Holt (0.7.5)
// - Added new parameter options for game_player_equip to list all
// CS items in dialog, thus removing the need to turn off SmartEdit
// to configure.
// - Added new sprite for trigger_auto (green box with words "Trigger Auto")
//-----------------------------------------------------------------------
// 01/05/2001 - Morlam (0.7.4)
// - Added _fade and _falloff keys to the light_ entities. Need ZHLT 2.2+
// for these to work.
// - Added light_origin key to the ZHLT Light Flags BaseClass. Again, you
// need the latest version of Zoner's Tools for light_origin to work.
// - Moved circus and extra from the "Class Info" tab to the "Flags" tab.
// - Shortened the SmartEdit names of certain key/values in info_compile_params
// so that they aren't cut off (at least, on my 800X600 screen on a 15 inch
// monitor).
//
// 01/04/2001 - Morlam (0.7.3)
// - Arranged all the point entities in alphabetical order
// - Corrected a typo in hostage_entity: "Orange Suit Worker" from
// "Orange Suite Worker".
// - Changed func_water default WaveHeight to 0
// - Added ZHLT Light Flags to func_plat, _pendulum and _vehicle
// - Under info_compile_params:
// - Changed extra to choices instead of a string; default is now 0
// - Changed extra to read: "Enable Extra mode in HLRAD?"
// - Added hullfile, chop, texchop, circus, and dscale keys
// - Added "No Clip" flag under Run BSP in the spawnflags
// - Under info_lights_rad:
// - added radfile key/value, specifies custom texture light file
//-----------------------------------------------------------------------
// 01/01/2001 - Tim Holt (0.7.2)
// - Added new dropdown to hostage entity, so you can choose hostage skin
// directly by name (orange suit guy or tie guy)
// - Removed commented out "master" option for game_zone_player. It was
// commented out from the original HL FGD for some reason. Not sure why
// or if maybe there is a problem with it?
//-----------------------------------------------------------------------
// 12/31/2000 - Tim Holt (0.7.1)
// - Added new sprites for all the Game entities
// - Added new sprite for Player Weapon Strip
// - Added new sprite for Trigger_Relay
// - Added new sprite for Trigger_ChangeTarget
//-----------------------------------------------------------------------
// Original changes by Tim Holt (0.7.0)
// - Added new Trigger Changetarget sprite (green cube w/words)
// - Added new Info Target sprite (bullseye)
// - Added new trigger_camera sprite (Video camera)
// - Added new Multi Manager sprite (box w/arrows coming out of it)
// - Added new "Cycler Sprite" sprite (box w/arrow circle around it)
// - Added replacement ambient_generic sprite (changed from speaker to speaker
// with words "Ambient Generic" around it")
// - Added replacement env_sound sprite (changed from speaker to speaker
// with words "Env Sound" around it")
// - Added replacement light_spot sprite (changed from lightbulb to spotlight)
// - Added replacement Light Environment sprite (changed from lightbulb to sun)
// - Added all the "game_*" entities
// - Added info_compile_params and info_lights_rad entities. Idea is to
// get someone like Zoner to implement support for them in Zoners, or
// build support for them into a compile tool like Q2Beaver, HLCC, etc.
// - Added env_funnel
// - Added trigger_gravity
// - Added player_weaponstrip
// - Put Zoners RAD option (that allow solid (func_) based ents to cast
// shadows) into a number of new additional items that can support it.
// Use with caution, as for example a func_pushable can cast a shadow now,
// but if you push it, the shadow stays behind :^)
//
// --------------------------------------------------------------------------------
//
// ---------------------------------------------------------------------------------
// Note: I have not fully tested the support of ALL the game_ entities in
// CS. I DO know that some work thru experimentation. Let me know if you
// find interesting things about these little known and used entities in CS.
// ---------------------------------------------------------------------------------
//
// Worldspawn
//
@SolidClass = worldspawn : "World entity"
[
message(string) : "Map Description / Title"
skyname(string) : "environment map (cl_skyname)"
sounds(integer) : "CD track to play"
light(integer) : "Default light level"
WaveHeight(string) : "Default Wave Height"
MaxRange(string) : "Max viewable distance" : "4096"
startdark(choices) : "Level Fade In" : "" =
[
"" : "No"
1 : "Yes"
]
newunit(choices) : "New Level Unit" : "" =
[
"" : "No, keep current"
1 : "Yes, clear previous levels"
]
// CSO keyvalues
sc_force(integer) : "Soccer Force" // Used in Soccer.
sc_maxforce(integer) : "Soccer Maximum Force" // Used in Soccer.
sc_ele(integer) : "Soccer Elevation" // Used in Soccer.
sc_airreg(integer) : "Soccer Air Resistance" // Used in Soccer.
sc_passforce(integer) : "Soccer Pass Force" // Used in Soccer.
playercollision(integer) : "Player Collision" // 0 - No, 1 - Yes. Only works in Challenge.
checkpointcount(integer) : "Checkpoint Count" // Number of chall_check entities in the map. Used in Challenge.
waterfriction(integer) : "Water Friction (sv_waterfriction)" // Used in ze_rising.
airtime(integer) : "Delay (secs) before water drowning" // Used in zs_lusia2 and zs_memories2.
waterdmgtime(integer) : "Delay (secs) between water drowning damage" // Used in zs_lusia2 and zs_memories2.
waterdmgmin(integer) : "Minimum water drowning damage" // Used in zs_lusia2 and zs_memories2.
waterdmgmax(integer) : "Maximum water drowning damage" // Used in zs_lusia2 and zs_memories2.
waterdmgrestore(integer) : "Restore water drowning damage" // 0 - No, 1 - Yes. Used in zs_memories2.
visioncolor(color255) : "Vision color (R G B A)" // (Red, Green, Blue, Alpha). Same as env_visioncolor, except it doesn't need to be triggered. Used in zs_memories2 and zs_nightmare5_2.
]
//
// BaseClasses
//
@BaseClass = Angles
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass = Master
[
master(string) : "Master"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass base(Target) = Targetx
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
]
@BaseClass = RenderFxChoices
[
renderfx(choices) :"Render FX" : "" =
[
"": "Normal"
//* Additive or Texture mode only.
1: "Slow Pulse"
//* Additive or Texture mode only.
2: "Fast Pulse"
//* Additive or Texture mode only.
3: "Slow Wide Pulse"
//* Additive or Texture mode only.
4: "Fast Wide Pulse"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
//* Constant Glow only affects the Glow rendermode. With this setting, Glow mode behaves
//* exactly like Additive mode - except that (as is usual for Glow mode) the sprite isn't
//* obscured by intervening sprites or models. (Hmm. Call me slow, but..... how is this
//* useful?)
14: "Constant Glow (Sprites)"
15: "Distort (Models)"
//* Strange effect. As seen, briefly, when a Gargantua dies.
16: "Hologram (Distort + fade)"
//* kRenderAmt is the player index
17: "Dead Player"
//* Scale up really big!
18: "Explode"
19: "Glowing Shell"
//* Keep this sprite from getting very small (SPRITES only!)
20: "Clamp Min Scale"
//* CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier
21: "Light Multiplier"
]
]
@BaseClass base(RenderFxChoices) = RenderFields
[
rendermode(choices) : "Render Mode" : "" =
[
"": "Normal - no light"
//* For BSP objects, the object will be rendered as a pure area of whatever
//* color is specified in FX Color.
//* For models and sprites, this is the same as Normal mode.
1: "Pure Color"
//* For BSP objects, the object will be rendered without shadows.
//* For models and sprites, this is the same as Normal mode, except that the Pulse
//* renderfx settings work.
2: "Texture - some light"
//* Like additive, but as the player gets further from the sprite, it gets
//* progressively larger and more transparent. The sprite is also not obscured by
//* intervening models, which can sometimes look bad.
//* Alphatest sprites won't use their masks in this mode.
3: "Glow (sprites only)"
//* For BSP objects, this only affects textures beginning with {. Blue pixels
//* will be transparent; non-blue pixels will be solid.
//* For models, this mode is the same as Normal mode.
//* For sprites, this mode is for displaying sprites in Indexalpha mode - i.e.
//* the palette positions are used as opacity settings; 0 for fully transparent,
//* and 255 for fully opaque, regardless of what the palette colors actually are.
//* The only palette colour that will be used is the last one, which sets the
//* colour for the whole sprite. (Needless to say, this will look odd unless the
//* sprite is designed to be displayed this way!)
//* Oddly, Alphatest sprites won't use their masks in this mode.
4: "Solid - no light"
//* Only bright parts of the object are visible; darker parts are just more
//* transparent, and black is not drawn. Useful for making lighting or hologram
//* effects.
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)" : 255
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
// LRCHLT Texture light additions
// these will only work with advanced compiling tools that allow
// switchable texture lighting. note that lighting used by
// moveable entitys may be left behind!
//
@BaseClass = TexLightType
[
style(choices) : "Texture Light Style" : "" =
[
"" : "Normal"
-3: "Switch with TL@name"
1 : "Flicker A"
2 : "Slow, strong pulse"
3 : "Candle A"
4 : "Fast strobe"
5 : "Gentle pulse"
6 : "Flicker B"
7 : "Candle B"
8 : "Candle C"
9 : "Slow strobe"
10: "Fluorescent flicker"
11: "Slow pulse, noblack"
12: "underwater weird & buggy"
]
]
@BaseClass = Global
[
globalname(string) : "Global Entity Name"
]
@BaseClass base(Targetname, Global, Target, RenderFields, Angles) = BaseTank
[
// Mainly for use with 1009 team settings (game_team_master)
master(string) : "(Team) Master"
spawnflags(flags) =
[
1 : "Active" : 0
16: "Only Direct" : 0
32: "Controllable" : 0
]
yawrate(string) : "Yaw rate" : "30"
yawrange(string) : "Yaw range" : "180"
yawtolerance(string) : "Yaw tolerance" : "15"
pitchrate(string) : "Pitch rate" : "0"
pitchrange(string) : "Pitch range" : "0"
pitchtolerance(string) : "Pitch tolerance" : "5"
barrel(string) : "Barrel Length" : "0"
barrely(string) : "Barrel Horizontal" : "0"
barrelz(string) : "Barrel Vertical" : "0"
spritesmoke(sprite) : "Smoke Sprite" : ""
spriteflash(sprite) : "Flash Sprite" : ""
spritescale(string) : "Sprite scale" : "1"
rotatesound(sound) : "Rotate Sound" : ""
firerate(string) : "Rate of Fire" : "1"
bullet_damage(string) : "Damage Per Bullet" : "0"
persistence(string) : "Firing persistence" : "1"
firespread(choices) : "Bullet accuracy" : "" =
[
"": "Perfect Shot"
1: "Small cone"
2: "Medium cone"
3: "Large cone"
4: "Extra-large cone"
]
minRange(string) : "Minmum target range" : "0"
maxRange(string) : "Maximum target range" : "0"
_minlight(string) : "Minimum light level"
]
@BaseClass base(Targetname, Global) = Breakable
[
target(target_destination) : "Target on break"
delay(string) : "Delay before fire" : "0"
health(integer) : "Strength" : 1
material(choices) :"Material type" : "" =
[
//* <b>Gibs:</b> models/glassgibs.mdl
//* <b>Break noise:</b> debris/bustglassX.wav
//* <b>Bounce noise:</b> debris/glassX.wav
"": "Glass"
//* <b>Gibs:</b> models/woodgibs.mdl
//* <b>Break noise:</b> debris/bustcrateX.wav
//* <b>Bounce noise:</b> debris/woodX.wav
1: "Wood"
//* <b>Gibs:</b> models/metalplategibs.mdl
//* <b>Break noise:</b> debris/bustmetalX.wav
//* <b>Bounce noise:</b> debris/metalX.wav
2: "Metal"
//* <b>Gibs:</b> models/fleshgibs.mdl
//* <b>Break noise:</b> debris/bustfleshX.wav
//* <b>Bounce noise:</b> debris/fleshX.wav
3: "Flesh"
//* <b>Gibs:</b> models/cindergibs.mdl
//* <b>Break noise:</b> debris/bustconcreteX.wav
//* <b>Bounce noise:</b> debris/concreteX.wav
4: "Cinder Block"
//* <b>Gibs:</b> models/ceilinggibs.mdl
//* <b>Break noise:</b> debris/bustceilingX.wav
//* <b>Bounce noise:</b> none
5: "Ceiling Tile"
//* <b>Gibs:</b> models/computergibs.mdl
//* <b>Break noise:</b> debris/bustmetalX.wav
//* <b>Bounce noise:</b> debris/woodX.wav
//* <b>Note:</b> Generates sparks when damaged.
6: "Computer"
//* <b>Gibs:</b> models/glassgibs.mdl
//* <b>Break noise:</b> debris/bustglassX.wav
//* <b>Bounce noise:</b> debris/glassX.wav
//* <b>Note:</b> Makes ricochet noises when damaged.
7: "Unbreakable Glass"
//* <b>Gibs:</b> models/rockgibs.mdl
//* <b>Break noise:</b> debris/bustconcreteX.wav
//* <b>Bounce noise:</b> debris/concreteX.wav
8: "Rocks"
]
explosion(choices) : "Gibs Direction" : "" =
[
"": "Random"
1: "Relative to Attack"
]
gibmodel(studio) : "Gib Model" : ""
spawnobject(choices) : "Spawn On Break" : "" =
[
"": "Nothing"
1: "Battery"
2: "Healthkit"
9: "Shotgun Shells"
]
explodemagnitude(integer) : "Explode Magnitude (0=none)" : 0
]
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
@BaseClass base(Targetname, Global, Master, RenderFields, Angles, Appearflags) = Door
[
target(target_destination) : "Target"
//*-----------------------------------------------------------------
//*This delay only applies to the Target, not the Fire on Open/Close
//*fields.
//*-----------------------------------------------------------------
delay(integer) : "Delay before fire" : 0
killtarget(target_destination) : "KillTarget"
speed(integer) : "Speed" : 100
//* -----------------------------------------------------------------
//* The number against each sound corresponds to the wav file played.
//* e.g. Vacuum (4) plays "doors/doormove4.wav".
//* -----------------------------------------------------------------
movesnd(choices) : "Move Sound" : "" =
[
"": "No Sound"
1: "Servo (Sliding)"
2: "Pneumatic (Sliding)"
3: "Pneumatic (Rolling)"
4: "Vacuum"
5: "Power Hydraulic"
6: "Large Rollers"
7: "Track Door"
8: "Snappy Metal Door"
9: "Squeaky 1"
10: "Squeaky 2"
]
//* -----------------------------------------------------------------
//* The number against each sound corresponds to the wav file played.
//* e.g. Chunk (4) plays "doors/doorstop4.wav".
//* -----------------------------------------------------------------
stopsnd(choices) : "Stop Sound" : "" =
[
"": "No Sound"
1: "Clang with brake"
2: "Clang reverb"
3: "Ratchet Stop"
4: "Chunk"
5: "Light airbrake"
6: "Metal Slide Stop"
7: "Metal Lock Stop"
8: "Snappy Metal Stop"
]
//* Setting wait to -1 also prevents the door from reversing when it comes into
//* contact with the player, as seen on the bunker door in Crossfire.
wait(integer) : "delay before close, -1 stay open " : 4
lip(integer) : "Lip" : 0
dmg(integer) : "Damage inflicted when blocked" : 0
message(string) : "Message if triggered"
netname(string) : "Fire on Close"
health(integer) : "Health (shoot open)" : 0
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8: "Passable" : 0
32: "Toggle" : 0
//* Normally a named door, or a door with "use only" selected, won't open when touched.
256: "Use Only" : 0
]
locked_sound(choices) : "Locked Sound" : "" =
[
//* The locked sound & sentence will be played if
//* The player walks into a door which has a name.
//* The number against each sound corresponds to the wav file played.
//* e.g. Buzz (10) plays "buttons/button10.wav".
"": "None"
2: "Access Denied"
8: "Small zap"
10: "Buzz"
11: "Buzz Off"
12: "Latch Locked"
]
unlocked_sound(choices) : "Unlocked Sound" : "" =
[
//* The unlocked sound & sentence will be played whenever a door starts to open and whenever
//* a button starts to push in. (They will never be played when a door starts to close, even if
//* "Toggle" is selected.)
//*
//* The number against each sound (except lightswitch) corresponds to the wav file played.
//* e.g. Buzz (10) plays "buttons/button10.wav".
"": "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
]
locked_sentence(choices) : "Locked Sentence" : "" =
[
//* The letters correspond to the sentence group played (see sound/sentences.txt);
//* e.g. Blast Door (NF) will cycle through NF0, NF1 and NF3.
"": "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
]
unlocked_sentence(choices) : "Unlocked Sentence" : "" =
[
//* The letters correspond to the sentence group played (see sound/sentences.txt);
//* e.g. Blast Door (EF) will cycle through EF0, EF1 and EF3.
"": "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
_minlight(string) : "Minimum light level"
]
@BaseClass size(-16 -16 -16, 16 16 16) base(Targetname, Angles) = gibshooterbase
[
//* The number of pieces to create.
m_iGibs(integer) : "Number of Gibs" : 3
//* Delay (in seconds) between shots. If 0, all the gibs are fired at once.
delay(string) : "Delay between shots" : "0"
//* How fast the gibs are fired
m_flVelocity(integer) : "Gib Velocity" : 200
//* Course variance
m_flVariance(string) : "Course Variance" : "0.15"
//* Time in seconds for gibs to live, +/- 5%
m_flGibLife(string) : "Gib Life" : "4"
spawnflags(Flags) =
[
1 : "Repeatable" : 0
]
]
//* Don't create a light whose name begins with "light" - a bug/feature in RAD means
//* that such a light won't be able to switch on and off.
@BaseClass = Light
[
_light(color255) : "Brightness" : "255 255 255 200"
//* This field will have no effect on a dynamic (i.e. named) light.
style(Choices) : "Appearance (no name allowed)" : "" =
[
"" : "Normal"
2 : "Slow, strong pulse"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
10: "Fluorescent flicker"
11: "Slow pulse, noblack"
]
//* This field will have no effect on a static (i.e. nameless) light.
//* 'a' is dark, 'm' is normal brightness, 'z' is full brightness.
//* There's no support for a light to have a custom appearances when it's in a
//* state other than 'on'. See trigger_lightstyle if you need this effect.
pattern(string) : "Custom Appearance"
_fade(string) : "Fade (ZHLT Only)" : "1.0"
_falloff(Choices) : "Falloff (ZHLT Only)" : "" =
[
"" : "Default"
1 : "Inverse Linear"
2 : "Inverse Square"
]
spawnflags(Flags) =
[
1 : "Initially dark" : 0
]
]
@BaseClass = PlatSounds
[
movesnd(choices) : "Move Sound" : "" =
[
"": "No Sound"
//* plats/bigmove1.wav
1: "big elev 1"
//* plats/bigmove2.wav
2: "big elev 2"
//* plats/elevmove1.wav
3: "tech elev 1"
//* plats/elevmove2.wav
4: "tech elev 2"
//* plats/elevmove3.wav
5: "tech elev 3"
//* plats/freightmove1.wav
6: "freight elev 1"
//* plats/freightmove2.wav
7: "freight elev 2"
//* plats/heavymove1.wav
8: "heavy elev"
//* plats/rackmove1.wav
9: "rack elev"
//* plats/railmove1.wav
10: "rail elev"
//* plats/squeekmove1.wav
11: "squeek elev"
//* plats/talkmove1.wav
12: "odd elev 1"
//* plats/talkmove2.wav
13: "odd elev 2"
]
stopsnd(choices) : "Stop Sound" : "" =
[
"": "No Sound"
//* plats/bigstop1.wav
1: "big elev stop1"
//* plats/bigstop2.wav