These respawn / like in HL deathmatch.
@PointClass base(Targetname) game_player_equip : "Initial player equipment" master(string) : "Team Master" spawnflags(flags) 1: "Use Only" : 0 weapon_knife (choices) : "Give Knife" : " "No" 1: "Yes" weapon_usp (choices) : "Give USP45 (45acp Calibre : " "No" 1: "Yes" weapon_glock18 (choices) : "Give Glock.
Added the zhlt _fade and _falloff options for light_spot.in MP item_security respawns on time not round start @PointClass size(-16 -16 0, 16 16 36) base(Weapon) Studio models/w_l item_antidote : "Antidote" @PointClass size(-16 -16 0, 16 16 36) base(Weapon) Studio models/w_l item_assaultsuit : "Assaultsuit" @PointClass size(-16 -16 0, 16 16 36) base(Weapon) Studio.Added the Appearflags Not in Deathmatch option to these listed entities and / baseclasses that where missing that parameter.Angle does not reset with a new [email protected] base(Targetname, RenderFxChoices, Angles) size(, 16 16 16) env_laser : "Laser Beam Effect" : "Target of Laser" renderamt(integer) : "Brightness (1 - 255 : 100 rendercolor(color255) : "Beam Color : "0 0 0" width(integer) : "Width of beam (pixels*0.1 0-255 : 20 NoiseAmplitude(integer) : "Amount.speed(integer) : "Speed of push" : 40 @PointClass base(Targetname, Targetx) trigger_relay : "Trigger Relay" spawnflags(flags) 1: "Remove On fire" : 0 triggerstate(choices) : "Trigger State" : " "Off" 1: "On" 2: "Toggle" @SolidClass base(Trigger) trigger_teleport : "Trigger teleport" zhlt_invisible(choices) Invisible" : 1 1: "yes".This entity is / still quite under development.Toptrack(target_destination) : "Top track" bottomtrack is the Name (targetname) of the first path_corner-track in the lower area, or next area, of the track : "Bottom track" speed is the speed in units per second that the track platform will move downward.8 : "Ring" : 0 16: "StartSparks" : 0 32: "EndSparks" : 0 64: "Decal End" : 0 The beam fades in from nothing, like a tracer bullet.Added Angles to trigger_camera.The file is named "cs-single_player.Added some extra info to the previous update list and fixed some spelling errors.Bigger sprite wider smoke stack.The only palette colour that will be used is the last one, which sets the colour for the whole sprite.Remember: One man's junk is another man's treasure.Also, You can't give all weapons and items at one time.
type of sound wave, sqr will jump back and forth between low and high pitch, tri has sharp transitions, and rnd has smooth transitions.
'a' is dark, 'm' is normal brightness, 'z' is full brightness.
Seems its just a big smoke sprite used for machine wrecks / so I edited it to not show the targetted sprite by default.6: "Computer" b Gibs: /b models/l b Break noise: /b debris/bustglassX.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.Name / Global Entity Name / Master / Target / Trigger delay / Pitch Yaw Roll / Render FX / Render Mode / FX Amount(1 - 255) / FX Color / Light Flags (zhlt.2) / Light Origin (zhlt.2) / / Not.Updated once again, "cs_fgd_readme.Wav 1: "Wood" b Gibs: /b models/l b Break noise: /b debris/bustmetalX.Txt" that comes with the zip file and renamed it to / "cs_fgd_readme.Access Granted" 2: "Security Disengaged" 3: "Blast Door" 4: "Fire Door" 5: "Chemical Door" 6: "Radiation Door" 7: "Gen.added body choice for use with l to hostage entity.Use this option wisely or only for single player maps.Plus it / contains many other entities that have some type of use on single player maps but / are not supported for multiplayer maps.
@SolidClass base(Targetname) func_ladder : "Ladder" zhlt_invisible(choices) Invisible" : 1 1: "yes" @SolidClass base(Targetname) func_mortar_field : "Mortar Field" m_flSpread(integer) : "Spread Radius" : 64 m_iCount(integer) : "Repeat Count" : 1 m_fControl(Choices) : "Targeting" : " " : "Random" 1 : "Activator" 2 : "Table" : "X.
Note that lighting used by / moveable entitys may be left behind!
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