Tf2 Remove Explosion Particles

tf2 take away explosion particles
@embody “base.fgd”

//
// TF2 recreation definition file (.fgd)
//

//
// Material Exclusions
//

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@MaterialExclusion
[
// Names of the sub-directories we don’t want to load materials from
“ambulance”
“backpack”
“cable”
“console”
“cp_bloodstained”
“customcubemaps”
“detail”
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“debug”
“effects”
“engine”
“environment maps”
“halflife”
“matsys_regressiontest”
“hlmv”
“hud”
“logo”
“maps”
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“models”
“overviews”
“particle”
“particles”
“perftest”
“pl_halfacre”
“pl_hoodoo”
“scripted”
“shadertest”
“sprites”
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“sun”
“vgui”
“voice”
]

//
// AutoVisGroups
//

@AutoVisGroup = “Tool Brushes”
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[
“Vis Clusters”
[
“func_viscluster”
]
]

@AutoVisGroup = “Custom”
[
“AI, Choreo”
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[
“ai_speechfilter”
“ambient_generic”
“bot_controller”
“bot_generator”
“bot_roster”
“bot_action_point”
“bot_hint_sentrygun”
“entity_spawn_manager”
“entity_spawn_point”
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“env_microphone”
“info_node”
“info_node_air”
“info_node_air_hint”
“info_node_climb”
“info_node_hint”
“info_node_link”
“info_node_link_controller”
“info_npc_spawn_destination”
“npc_furniture”
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“npc_puppet”
“npc_template_maker”
“point_teleport”
“point_template”
]

“Cameras”
[
“info_observer_point”
“game_intro_viewpoint”
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“info_camera_link”
“point_devshot_camera”
“point_viewcontrol”
“sky_camera”
]

“Visual”
[
“color_correction”
“env_beam”
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“env_cubemap”
“env_dustpuff”
“env_effectscript”
“env_entity_igniter”
“env_entity_maker”
“env_explosion”
“env_fade”
“env_fire”
“env_firesensor”
“env_firesource”
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“env_fog_controller”
“env_funnel”
“env_hudhint”
“env_laser”
“env_lightglow”
“env_message”
“env_particleperformance”
“env_particlelight”
“env_particlescript”
“env_physexplosion”
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“env_physimpact”
“env_projectedtexture”
“env_rotorshooter”
“env_screeneffect”
“env_screenoverlay”
“env_shake”
“env_shooter”
“env_smokestack”
“env_smoketrail”
“env_spark”
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“env_splash”
“env_sprite”
“env_sprite_oriented”
“env_spritetail”
“env_steam”
“env_sun”
“env_texturetoggle”
“env_tonemap_controller”
“env_viewpunch”
“env_wind”
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“env_zoom”
“func_fishpool”
“gibshooter”
“info_lighting”
“light”
“light_spot”
“light_dynamic”
“light_environment”
“info_no_dynamic_shadow”
// “info_overlay”
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// “info_overlay_transition”
“info_particle_system”
“info_projecteddecal”
// “infodecal”
“keyframe_rope”
“keyframe_track”
“material_modify_control”
“math_colorblend”
“move_rope”
“point_spotlight”
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“point_tesla”
“prop_detail”
“shadow_control”
“vgui_screen”
“vgui_slideshow_display”
“water_lod_control”
// Solids
“color_correction_volume”
“env_bubbles”
“env_embers”
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“func_dustcloud”
“func_dustmotes”
“func_precipitation”
“func_reflective_glass”
“func_smokevolume”
“trigger_wind”
]

“Game Logic”
[
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“filter_activator_class”
“filter_activator_mass_greater”
“filter_activator_name”
“filter_activator_tfteam”
“filter_damage_type”
“filter_enemy”
“filter_multi”
“filter_tf_player_can_cap”
“filter_tf_damaged_by_weapon_in_slot”
“filter_tf_bot_has_tag”
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“func_ladderendpoint”
“func_useableladder”
“game_end”
“game_forcerespawn”
“game_gib_manager”
“game_player_equip”
“game_player_team”
“game_ragdoll_manager”
“game_round_win”
“game_score”
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“game_text”
“game_text_tf”
“game_ui”
“game_weapon_manager”
“info_constraint_anchor”
“info_hint”
“info_intermission”
“info_ladder_dismount”
“info_landmark”
“info_mass_center”
tf2 remove explosion particles informational tf2 remove explosion particles
“info_player_start”
“info_player_teamspawn”
“info_teleport_destination”
“info_powerup_spawn”
“item_powerup_crit”
“item_powerup_uber”
“item_ammopack_full”
“item_ammopack_medium”
“item_ammopack_small”
“item_healthkit_full”
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“item_healthkit_medium”
“item_healthkit_small”
“item_teamflag”
“item_bonuspack”
“logic_active_autosave”
“logic_auto”
“logic_autosave”
“logic_branch”
“logic_branch_listener”
“logic_case”
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“logic_collision_pair”
“logic_compare”
“logic_lineto”
“logic_measure_movement”
“logic_multicompare”
“logic_navigation”
“logic_playerproxy”
“logic_relay”
“logic_timer”
“mapobj_cart_dispenser”
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“math_colorblend”
“math_counter”
“math_remap”
“move_keyframed”
“move_track”
“npc_furntiure”
“npc_puppet”
“npc_template_maker”
“obj_dispenser”
“obj_sentrygun”
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“obj_teleporter”
“path_track”
“phys_ballsocket”
“phys_constraint”
“phys_constraintsystem”
“phys_convert”
“phys_hinge”
“phys_keepupright”
“phys_lengthconstraint”
“phys_magnet”
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“phys_motor”
“phys_pulleyconstraint”
“phys_ragdollconstraint”
“phys_ragdollmagnet”
“phys_slideconstraint”
“phys_spring”
“phys_thruster”
“phys_torque”
“physics_cannister”
“point_anglesensor”
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“point_angularvelocitysensor”
“point_bonusmaps_accessor”
“point_clientcommand”
“point_enable_motion_fixup”
“point_gamestats_counter”
“point_hurt”
“point_intermission”
“point_message”
“point_playermoveconstraint”
“point_posecontroller”
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“point_proximity_sensor”
“point_servercommand”
“point_teleport”
“point_template”
“point_velocitysensor”
“point_viewcontrol”
“prop_door_rotation”
“tanktrain_ai”
“tanktrain_aitarget”
“team_control_point”
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“team_control_point_master”
“team_control_point_round”
“team_round_timer”
“team_train_watcher”
“test_traceline”
“tf_gamerules”
“tf_logic_arena”
“tf_logic_hybrid_ctf_cp”
“tf_logic_koth”
“tf_logic_medieval”
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“tf_logic_multiple_escort”
“tf_logic_training_mode”
“tf_pumpkin_bomb”
“tf_generic_bomb”
“tf_logic_holiday”
// Solids
“dispenser_touch_trigger”
“func_breakable”
“func_breakable_surf”
“func_capturezone”
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“func_flagdetectionzone”
“func_conveyor”
“func_changeclass”
“func_door”
“func_door_rotating”
“func_clip_vphysics”
“func_button”
“func_flag_alert”
“func_guntarget”
“func_ladder”
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“func_movelinear”
“func_nav_avoid”
“func_nobuild”
“func_suggested_build”
“func_nogrenades”
“func_achievement”
“func_physbox”
“func_platrot”
“func_proprrespawnzone”
“func_regenerate”
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“func_respawnflag”
“func_respawnroom”
“func_respawnroomvisualizer”
“func_forcefield”
“func_rot_button”
“func_rotation”
“func_tanktrain”
“func_tfbot_hint”
“func_trackautochange”
“func_trackchange”
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“func_tracktrain”
“func_traincontrols”
“game_zone_player”
“momentary_rot_button”
“trigger_autosave”
“trigger_capture_area”
“trigger_changelevel”
“trigger_gravity”
“trigger_hurt”
“trigger_impact”
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“trigger_look”
“trigger_multiple”
“trigger_once”
“trigger_playermovement”
“trigger_proximity”
“trigger_push”
“trigger_remove”
“trigger_serverragdoll”
“trigger_stun”
“trigger_teleport”
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“trigger_transition”
“trigger_bot_gate”
]

“Perf”
[
“func_areaportal”
“func_areaportalwindow”
“func_occluder”
“func_viscluster”
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“water_lod_control”
]

“Sound”
[
“ambient_generic”
“env_microphone”
“env_soundscape”
“env_soundscape_proxy”
“env_soundscape_triggerable”
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“info_target”
“trigger_soundscape”
]
]

//
// Base Classes
//

tf2 take away explosion particles informational tf2 take away explosion particles
@BaseClass = TeamNum
[
TeamNum(choices) : “Team” : 0 : “Team” =
[
0 : “Any”
2 : “Red”
3 : “Blue”
]
enter SetTeam(integer) : “Changes the entity’s crew.”
]
tf2 take away explosion particles informational tf2 take away explosion particles

@BaseClass = FadeDistance
[
fademindist(float) : “Start Fade Dist” : -1 : “Distance at which the prop begins to fade (<0 = use fademaxdist)." fademaxdist(float) : "End Fade Dist" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out)." ] @BaseClass = GameType [ GameType(choices) : "Game Type" : 0 : "Type of game this flag will be used for." = tf2 remove explosion particles informational tf2 remove explosion particles [ 0 : "CTF" 1 : "Attack/Defend" 2 : "Territory Control" 3 : "Invade" 4 : "Resource Control" 5 : "Robot Destruction" ] ] tf2 remove explosion particles tf2 remove explosion particles @BaseClass = Condition [ condition(choices) : "Condition" : -1 : "The condition to use." = [ -1 : "TF_COND_INVALID" 0 : "TF_COND_AIMING" // Sniper aiming, Heavy minigun. 1 : "TF_COND_ZOOMED" 2 : "TF_COND_DISGUISING" 3 : "TF_COND_DISGUISED" 4 : "TF_COND_STEALTHED" // Spy specific tf2 remove explosion particles informational tf2 remove explosion particles 5 : "TF_COND_INVULNERABLE" 6 : "TF_COND_TELEPORTED" 7 : "TF_COND_TAUNTING" 8 : "TF_COND_INVULNERABLE_WEARINGOFF" 9 : "TF_COND_STEALTHED_BLINK" 10 : "TF_COND_SELECTED_TO_TELEPORT" 11 : "TF_COND_CRITBOOSTED" // DO NOT RE-USE THIS -- THIS IS FOR KRITZKRIEG AND REVENGE CRITS ONLY 12 : "TF_COND_TMPDAMAGEBONUS" 13 : "TF_COND_FEIGN_DEATH" 14 : "TF_COND_PHASE" tf2 remove explosion particles informational tf2 remove explosion particles 15 : "TF_COND_STUNNED" // Any type of stun. Check iStunFlags for more info. 16 : "TF_COND_OFFENSEBUFF" 17 : "TF_COND_SHIELD_CHARGE" 18 : "TF_COND_DEMO_BUFF" 19 : "TF_COND_ENERGY_BUFF" 20 : "TF_COND_RADIUSHEAL" 21 : "TF_COND_HEALTH_BUFF" 22 : "TF_COND_BURNING" 23 : "TF_COND_HEALTH_OVERHEALED" 24 : "TF_COND_URINE" tf2 remove explosion particles informational tf2 remove explosion particles 25 : "TF_COND_BLEEDING" 26 : "TF_COND_DEFENSEBUFF" // 35% defense! No crit damage. 27 : "TF_COND_MAD_MILK" 28 : "TF_COND_MEGAHEAL" 29 : "TF_COND_REGENONDAMAGEBUFF" 30 : "TF_COND_MARKEDFORDEATH" 31 : "TF_COND_NOHEALINGDAMAGEBUFF" 32 : "TF_COND_SPEED_BOOST" // = 32 33 : "TF_COND_CRITBOOSTED_PUMPKIN" 34 : "TF_COND_CRITBOOSTED_USER_BUFF" tf2 remove explosion particles informational tf2 remove explosion particles 35 : "TF_COND_CRITBOOSTED_DEMO_CHARGE" 36 : "TF_COND_CRITBOOSTED_HYPE" 37 : "TF_COND_CRITBOOSTED_FIRST_BLOOD" // arena mode first blood 38 : "TF_COND_CRITBOOSTED_BONUS_TIME" 39 : "TF_COND_CRITBOOSTED_CTF_CAPTURE" 40 : "TF_COND_CRITBOOSTED_ON_KILL" // KGB etc. 41 : "TF_COND_CANNOT_SWITCH_FROM_MELEE" 42 : "TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK" // 35% defense! Still damaged by crits. 43 : "TF_COND_REPROGRAMMED" // Bots only 44 : "TF_COND_CRITBOOSTED_RAGE_BUFF" tf2 remove explosion particles check more tf2 remove explosion particles 45 : "TF_COND_DEFENSEBUFF_HIGH" // 75% defense! Still damaged by crits. 46 : "TF_COND_SNIPERCHARGE_RAGE_BUFF" // Sniper Rage - Charge time speed up 47 : "TF_COND_DISGUISE_WEARINGOFF" // Applied for half-second post-disguise 48 : "TF_COND_MARKEDFORDEATH_SILENT" // Sans sound 49 : "TF_COND_DISGUISED_AS_DISPENSER" 50 : "TF_COND_SAPPED" // Bots only 51 : "TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED" 52 : "TF_COND_INVULNERABLE_USER_BUFF" 53 : "TF_COND_HALLOWEEN_BOMB_HEAD" 54 : "TF_COND_HALLOWEEN_THRILLER" tf2 remove explosion particles check more tf2 remove explosion particles 55 : "TF_COND_RADIUSHEAL_ON_DAMAGE" 56 : "TF_COND_CRITBOOSTED_CARD_EFFECT" 57 : "TF_COND_INVULNERABLE_CARD_EFFECT" 58 : "TF_COND_MEDIGUN_UBER_BULLET_RESIST" 59 : "TF_COND_MEDIGUN_UBER_BLAST_RESIST" 60 : "TF_COND_MEDIGUN_UBER_FIRE_RESIST" 61 : "TF_COND_MEDIGUN_SMALL_BULLET_RESIST" 62 : "TF_COND_MEDIGUN_SMALL_BLAST_RESIST" 63 : "TF_COND_MEDIGUN_SMALL_FIRE_RESIST" 64 : "TF_COND_STEALTHED_USER_BUFF" // Any class can have this tf2 remove explosion particles informational tf2 remove explosion particles 65 : "TF_COND_MEDIGUN_DEBUFF" 66 : "TF_COND_STEALTHED_USER_BUFF_FADING" 67 : "TF_COND_BULLET_IMMUNE" 68 : "TF_COND_BLAST_IMMUNE" 69 : "TF_COND_FIRE_IMMUNE" 70 : "TF_COND_PREVENT_DEATH" 71 : "TF_COND_MVM_BOT_STUN_RADIOWAVE" // Bots only 72 : "TF_COND_HALLOWEEN_SPEED_BOOST" 73 : "TF_COND_HALLOWEEN_QUICK_HEAL" 74 : "TF_COND_HALLOWEEN_GIANT" tf2 remove explosion particles tf2 remove explosion particles 75 : "TF_COND_HALLOWEEN_TINY" 76 : "TF_COND_HALLOWEEN_IN_HELL" 77 : "TF_COND_HALLOWEEN_GHOST_MODE" 78 : "TF_COND_MINICRITBOOSTED_ON_KILL" 79 : "TF_COND_OBSCURED_SMOKE" 80 : "TF_COND_PARACHUTE_DEPLOYED" 81 : "TF_COND_BLASTJUMPING" 82 : "TF_COND_HALLOWEEN_KART" 83 : "TF_COND_HALLOWEEN_KART_DASH" 84 : "TF_COND_BALLOON_HEAD" tf2 remove explosion particles best of tf2 remove explosion particles 85 : "TF_COND_MELEE_ONLY" 86 : "TF_COND_SWIMMING_CURSE" 87 : "TF_COND_FREEZE_INPUT" 88 : "TF_COND_HALLOWEEN_KART_CAGE" 90 : "TF_COND_RUNE_STRENGTH" 91 : "TF_COND_RUNE_HASTE" 92 : "TF_COND_RUNE_REGEN" 93 : "TF_COND_RUNE_RESIST" 94 : "TF_COND_RUNE_VAMPIRE" 95 : "TF_COND_RUNE_WARLOCK" tf2 remove explosion particles check more tf2 remove explosion particles 96 : "TF_COND_RUNE_PRECISION" 97 : "TF_COND_RUNE_AGILITY" 98 : "TF_COND_GRAPPLINGHOOK" 99 : "TF_COND_GRAPPLINGHOOK_SAFEFALL" 100 : "TF_COND_GRAPPLINGHOOK_LATCHED" 101 : "TF_COND_GRAPPLINGHOOK_BLEEDING" 102 : "TF_COND_AFTERBURN_IMMUNE" 103 : "TF_COND_RUNE_KNOCKOUT" 104 : "TF_COND_RUNE_IMBALANCE" 105 : "TF_COND_CRITBOOSTED_RUNE_TEMP" tf2 remove explosion particles tf2 remove explosion particles 106 : "TF_COND_PASSTIME_INTERCEPTION" 107 : "TF_COND_SWIMMING_NO_EFFECTS" 108 : "TF_COND_PURGATORY" ] ] @BaseClass = PlayerTouch [ // Outputs output OnPlayerTouch(void) : "Sent when the entity is picked up by a player." tf2 remove explosion particles informational tf2 remove explosion particles ] @BaseClass = Toggle [ // Inputs input Toggle(void) : "Toggle the enabled/disabled status of this entity." ] // tf2 remove explosion particles tf2 remove explosion particles // Point Classes // @PointClass base(Targetname) = tf_gamerules : "Proxy entity for TF Gamerules" [ hud_type(choices) : "Hud Type" : 0 : "Override the HUD type clients should display." = [ 0 : "Default" 1 : "CTF HUD" 2 : "CP HUD" tf2 remove explosion particles check more tf2 remove explosion particles 3 : "Payload HUD" ] ctf_overtime(choices) : "CTF Overtime" : 1 : "Allow Overtime for CTF maps." = [ 0 : "No" 1 : "Yes" ] input SetRedTeamRespawnWaveTime(float) : "Set the RED team's respawn wave time" tf2 remove explosion particles tf2 remove explosion particles input SetBlueTeamRespawnWaveTime(float) : "Set the BLU team's respawn wave time" input AddRedTeamRespawnWaveTime(float) : "Add to the RED team's respawn wave time" input AddBlueTeamRespawnWaveTime(float) : "Add to the BLU team's respawn wave time" input SetRedTeamGoalString(string) : "Set the RED team's goal string to show in the hud" input SetBlueTeamGoalString(string) : "Set the BLU team's goal string to show in the hud" input SetRedTeamRole(integer) : "Set RED team role, 0=none, 1=defenders, 2=attackers" input SetBlueTeamRole(integer) : "Set BLU team role, 0=none, 1=defenders, 2=attackers" input SetRequiredObserverTarget(string) : "Sets the given entity (by name) to be the required observer target for all spectators. Must be cleared to allow spectators to cycle through targets normally again." input AddRedTeamScore(integer) : "Add to the RED team score (can be a negative number)" input AddBlueTeamScore(integer) : "Add to the BLU team score (can be a negative number)" tf2 remove explosion particles check more tf2 remove explosion particles input SetStalemateOnTimelimit(bool) : "Determines whether mp_timelimit can end the match in the middle of a round." input SetRedKothClockActive(void) : "Set the RED team clock active for KOTH maps." input SetBlueKothClockActive(void) : "Set the BLU team clock active for KOTH maps." input SetCTFCaptureBonusTime(float) : "Set the length (in seconds) of team crit time for CTF captures. 0 = none" input PlayVORed(string) : "Play the given sound entry via the VO channel" input PlayVOBlue(string) : "Play the given sound entry via the VO channel" input PlayVO(string) : "Play the given sound entry via the VO channel" input HandleMapEvent(string) : "Handles map events. This will be different events for different maps." input SetCustomUpgradesFile(string) : "Specifies the path relative to the game directory to the upgrades file to be used." tf2 remove explosion particles informational tf2 remove explosion particles output OnWonByTeam1(void) : "Sent when RED wins the round." output OnWonByTeam2(void) : "Sent when BLUE wins the round." output Team1PlayersChanged(integer) : "Sent when RED team player count changes, due to a player joining or leaving the team." output Team2PlayersChanged(integer) : "Sent when BLUE team player count changes, due to a player joining or leaving the team." output OnPowerupImbalanceTeam1(void) : "Sent when BLUE team has a powerup kill advantage over the RED team. Initiate RED team assist measures now." output OnPowerupImbalanceTeam2(void) : "Sent when RED team has a powerup kill advantage over the BLUE team. Initiate BLUE team assist measures now." output OnPowerupImbalanceMeasuresOver(void) : "Sent when powerup imbalance measures should be stopped" ] @PointClass base(Targetname, TeamNum, EnableDisable, Angles) studio("models/editor/playerstart.mdl") = info_player_teamspawn : tf2 remove explosion particles best of tf2 remove explosion particles "This entity marks the spawn point for Team Fortress players." [ controlpoint(target_destination) : "Associated Control Point" : : "The team_control_point associated with this spawn. Ownership of control points will control this spawn point's enabled state." SpawnMode(choices) : "Spawn Mode" : 0 : "How the game decides when a player can spawn here. Triggered mode will only allow players sent via a trigger_player_respawn_override (in which case this spawn must be named, and match the trigger)." = [ 0 : "Normal" 1 : "Triggered" ] tf2 remove explosion particles check more tf2 remove explosion particles round_bluespawn(target_destination) : "Blue spawn for round" : : "Blue spawn point when the associated round is being played." round_redspawn(target_destination) : "Red spawn for round" : : "Red spawn point when the associated round is being played." ] @PointClass base(Targetname) = game_forcerespawn : "Removes buildings, grenades, etc., from the world and forces all players to respawn " + "(without being killed)." [ // Inputs input ForceRespawn(void) : "Force players to respawn and remove buildings, grenades, etc., from the world.." tf2 remove explosion particles check more tf2 remove explosion particles input ForceRespawnSwitchTeams(void) : "Switch all players to the opposite team, and then respawn all players (and remove buildings, grenades, etc., from the world)." input ForceTeamRespawn(integer) : "Force players on a specific team to respawn. 2 for Red, 3 for Blue. This does NOT remove buildings, grenades, etc., from the world..." // Outputs output OnForceRespawn(void) : "Sent when the entity respawns the players." ] @PointClass base(Targetname, Parentname, GameType, TeamNum, EnableDisable, Angles) studio("models/flag/briefcase.mdl") = item_teamflag : "Team Fortress flag entity." [ ReturnTime(integer) : "Return time (in seconds)" : 60 : "Length of time (in seconds) before dropped flag/intelligence returns to base." tf2 remove explosion particles check more tf2 remove explosion particles NeutralType(choices) : "Neutral flag (Invade)" : 1 : "Only used for the Invade game type. When should a dropped Invade flag become neutral?" = [ 0 : "Never" 1 : "Default (30 seconds)" 2 : "Half of the Return Time." ] ScoringType(choices) : "Scoring style (Invade)" : 0 : "Only used for the Invade game type. When the Invade flag is captured, how should the team be rewarded? 'Score' is the team score in the scoreboard. 'Capture count' is the team capture count used in the HUD." = [ tf2 remove explosion particles informational tf2 remove explosion particles 0 : "Increment score" 1 : "Increment capture count" ] flag_model(string) : "Model" : "models/flag/briefcase.mdl" : "The model to be used for this entity." flag_icon(string) : "Icon" : "../hud/objectives_flagpanel_carried" : "The icons used for the HUD in some game modes. Format: materials/vgui/[materialname]_red and materials/vgui/[materialname]_blue" flag_paper(string) : "Paper Particle" : "player_intel_papertrail" : "Particle effect used for the falling paper trail." flag_trail(string) : "Trail Effect" : "flagtrail" : "Materials used for the trail effect. Format: materials/effects/[materialname]_red and materials/effects/[materialname]_blu" trail_effect(choices) : "Use Trail Effect" : 1 : "Use trail effect when the player is carrying the flag." = tf2 remove explosion particles best of tf2 remove explosion particles [ 0 : "None" 1 : "All Effects" 2 : "Paper Trail Only" 3 : "Color Trail Only" ] VisibleWhenDisabled(choices) : "Visible When Disabled" : 0 : "Flag appears semitransparent when disabled." = [ 0 : "No" tf2 remove explosion particles best of tf2 remove explosion particles 1 : "Yes" ] ShotClockMode(choices) : "Shot Clock Mode" : 0 : "Flag uses shot-clock mode, which means that the timer doesn't reset to the full time when an attacking player touches it." = [ 0 : "No" 1 : "Yes" ] ReturnBetweenWaves(choices) : "Return Between Waves" : 1 : "Used only for MvM mode. Determines if the flag should return home between waves." = tf2 remove explosion particles tf2 remove explosion particles [ 0 : "No" 1 : "Yes" ] tags(string) : "tags" : "" : "Tags used for the AI bomb carrier to avoid nav areas that have matching tags. Tags need to be separated by empty space." // Inputs input ForceDrop(void) : "Force the flag to be dropped if it's being carried by a player." input ForceReset(void) : "Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location." tf2 remove explosion particles tf2 remove explosion particles input ForceResetSilent(void) : "Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location silently (no messages sent to players)." input ForceResetAndDisableSilent(void) : "Force the flag to be dropped if it's being carried by a player, and disable the flag, then reset the flag to its original location silently (no messages sent to players)." input SetReturnTime(integer) : "Set the length of time (in seconds) before dropped flag/intelligence returns to base." input ShowTimer(integer) : "Show a visible timer (in seconds)." input ForceGlowDisabled(integer) : "Forcably block the glow effect for this flag. 1 = glow blocked, 0 = normal behavior" // Outputs output OnReturn(void) : "Sent when the flag is returned via timer." output OnPickup(void) : "Sent when the flag is picked up." output OnPickupTeam1(void) : "Sent when the flag is picked up by RED." tf2 remove explosion particles check more tf2 remove explosion particles output OnPickupTeam2(void) : "Sent when the flag is picked up by BLU." output OnDrop(void) : "Sent when the flag is dropped." output OnCapture(void) : "Sent when the flag is captured." output OnCapTeam1(void) : "Sent when the flag is captured by RED." output OnCapTeam2(void) : "Sent when the flag is captured by BLU." output OnTouchSameTeam(void) : "Sent when the flag is touched by a player on the same team (BLU player touches BLU flag, RED player touches RED flag)." ] @PointClass base(Targetname) = point_intermission : "Entity that ends the match and triggers an intermission." [ tf2 remove explosion particles tf2 remove explosion particles // Inputs input Activate(void) : "Activate. Causes the game to end and the intermission to begin." ] @PointClass base(Targetname, TeamNum, Angles, EnableDisable) studioprop("models/editor/camera.mdl") = info_observer_point : "Observer Point" [ associated_team_entity(target_destination) : "Associated Team Entity" : "" : "An entity associated with this point that can be owned by a team (such as a flag or control point). Players will only be able to use this observer point if their team owns the associated team entity." defaultwelcome(choices) : "Welcome Point" : 0 : "This marks this point as a welcome point. Players use this when connectig to servers the first time." = tf2 remove explosion particles tf2 remove explosion particles [ 0 : "No" 1 : "Yes" ] fov(float) : "FOV" : 0 ] @PointClass base(Targetname) = game_round_win : "Tells the game rules that the round has either been won (if a team is assigned) " + tf2 remove explosion particles best of tf2 remove explosion particles "or enter Sudden Death mode (if no team is assigned)." [ TeamNum(choices) : "Team" : 0 : "Team" = [ 0 : "None (Sudden Death)" 2 : "Red" 3 : "Blue" ] force_map_reset(choices) : "Force map reset" : 1 : "Force the map to reset during the force respawn after the round is over." = tf2 remove explosion particles tf2 remove explosion particles [ 0 : "No" 1 : "Yes" ] switch_teams(choices) : "Switch teams on map win?" : 0 : "Switch the teams when the game is going to be reset." = [ 0 : "No" 1 : "Yes" ] tf2 remove explosion particles best of tf2 remove explosion particles // Inputs input SetTeam(integer) : "Changes the entity's team (this is used to determine which team has won the round (0 = none)." input RoundWin(void) : "Tell the game rules the round is over." // Outputs output OnRoundWin(void) : "Sent when the entity tells the game rules the round is over." ] @PointClass base(Targetname,EnableDisable) = team_round_timer : tf2 remove explosion particles best of tf2 remove explosion particles "Round Timer. Timer starts paused by default." [ timer_length(integer) : "Timer length (in seconds)" : 600 : "Initial timer length." max_length(integer) : "Max timer length (in seconds)" : 0 : "Maximum timer length (0 = no max). This value is used to ensure the timer never goes above this value when SetTime and AddTime are used." start_paused(choices) : "Start paused" : 1 : "Should the timer start paused? (will need to send a Resume input to start the timer if this is set)." = [ 0 : "No" 1 : "Yes" ] tf2 remove explosion particles check more tf2 remove explosion particles show_time_remaining(choices) : "Show Time Remaining" : 1 : "Should we show how much time is remaining. If no, this will display how much time has passed." = [ 0 : "No" 1 : "Yes" ] setup_length(integer) : "Setup timer length (in seconds)" : 0 : "Length of setup time before the round begins and the timer starts to countdown the normal time. (0 = no setup time) Setup time is run at the beginning of every round before the normal time begins." reset_time(choices) : "Reset time on round restart" : 0 : "Reset the timer time after a round restart. This is not the setup time, but the normal round time." = tf2 remove explosion particles tf2 remove explosion particles [ 0 : "No" 1 : "Yes" ] auto_countdown(choices) : "Use countdown sounds" : 1 : "Let the timer automatically count down the end of a round." = [ 0 : "No" 1 : "Yes" ] tf2 remove explosion particles informational tf2 remove explosion particles show_in_hud(choices) : "Show timer in the HUD" : 1 : "Note: You can only show one timer in the HUD at a time." = [ 0 : "No" 1 : "Yes" ] // Inputs input Pause(void) : "Pause the timer." input Resume(void) : "Resume the timer." tf2 remove explosion particles informational tf2 remove explosion particles input SetTime(integer) : "Set the timer to this value (in seconds)." input AddTime(integer) : "Add time to the timer (in seconds). Added time cannot excede the max timer length." input AddTeamTime(string) : "Input takes a string (space delimited) with the team number and the time to be added (in seconds) because of the team (2 for red, 3 for blue, and 0 for no team...but you could just use AddTime for that). Added time cannot excede the max timer length. Example: 2 600 (adds 10 minutes because of team red)" input Restart(void) : "Restart the timer." input ShowInHUD(integer) : "Show this timer in the HUD (0 no, 1 Yes)." input SetMaxTime(integer) : "Set the max timer length to this value (in seconds). The timer's time will never excede this value." input AutoCountdown(integer) : "Turn off/on the auto countdown feature (0 no, 1 Yes)." input SetSetupTime(integer) : "Set the setup time length to this value (in seconds)." // Outputs tf2 remove explosion particles informational tf2 remove explosion particles output On5MinRemain(void) : "Sent when 5 minutes remain." output On4MinRemain(void) : "Sent when 4 minutes remain." output On3MinRemain(void) : "Sent when 3 minutes remain." output On2MinRemain(void) : "Sent when 2 minutes remain." output On1MinRemain(void) : "Sent when 1 minutes remain." output On30SecRemain(void) : "Sent when 30 seconds remain." output On10SecRemain(void) : "Sent when 10 seconds remain." output On5SecRemain(void) : "Sent when 5 seconds remain." output On4SecRemain(void) : "Sent when 4 seconds remain." output On3SecRemain(void) : "Sent when 3 seconds remain." tf2 remove explosion particles check more tf2 remove explosion particles output On2SecRemain(void) : "Sent when 2 seconds remain." output On1SecRemain(void) : "Sent when 1 second remains." output OnRoundStart(void) : "Sent when the round starts." output OnFinished(void) : "Sent when the timer is finished." output OnSetupStart(void) : "Sent when the setup time begins." output OnSetupFinished(void) : "Sent when the setup time is finished." ] tf2 remove explosion particles tf2 remove explosion particles // // Items // @BaseClass color(0 0 200) base(Targetname, TeamNum, EnableDisable, Toggle, Angles, PlayerTouch, FadeDistance) = Item [ powerup_model(string) : "Model" : "" : "Change the model to something other than the default model." AutoMaterialize(choices) : "Auto-Materialize" : 1 : "The pickup should automatically materialize after being picked up." = [ 0 : "No" tf2 remove explosion particles check more tf2 remove explosion particles 1 : "Yes" ] ] @PointClass base(Item) studio("models/items/medkit_large.mdl") sphere(fademindist) sphere(fademaxdist) = item_healthkit_full : "Health Kit Full" [] @PointClass base(Item) studio("models/items/medkit_small.mdl") sphere(fademindist) sphere(fademaxdist) = item_healthkit_small : "Health Kit Small" [] @PointClass base(Item) studio("models/items/medkit_medium.mdl") sphere(fademindist) sphere(fademaxdist) = item_healthkit_medium : "Health Kit Medium" [] @PointClass base(Item) studio("models/items/ammopack_large.mdl") sphere(fademindist) sphere(fademaxdist) = item_ammopack_full : "Ammo Pack Full" [] @PointClass base(Item) studio("models/items/ammopack_small.mdl") sphere(fademindist) sphere(fademaxdist) = item_ammopack_small : "Ammo Pack Small" [] tf2 remove explosion particles informational tf2 remove explosion particles @PointClass base(Item) studio("models/items/ammopack_medium.mdl") sphere(fademindist) sphere(fademaxdist) = item_ammopack_medium : "Ammo Pack Medium" [] @PointClass base(Item) studio("models/props_halloween/hwn_spellbook_flying.mdl") sphere(fademindist) sphere(fademaxdist) = tf_spell_pickup : "Spell" [ tier(choices) : "Spell Tier" : 0 : "Tier of spells that would be randomly assigned to the player" = [ 0 : "Common" 1 : "Rare" ] ] tf2 remove explosion particles tf2 remove explosion particles @PointClass color(0 0 200) base(Targetname, TeamNum, EnableDisable, Toggle, Angles, PlayerTouch, FadeDistance) studio("models/crafting/moustachium.mdl") sphere(fademindist) sphere(fademaxdist) = item_bonuspack : "Bonus Pack" [ powerup_model(string) : "Model" : "" : "Change the model to something other than the default model." ] @PointClass base(Item, Parentname) studio("models/items/target_duck.mdl") sphere(fademindist) sphere(fademaxdist) = tf_halloween_pickup : "Halloween pickup" [ pickup_sound(string) : "Sound Effect" : "" : "The sound script entry that is played when the item is picked up." pickup_particle(string) : "Particle Effect" : "" : "The particle effect that is displayed when the item is picked up." tf2 remove explosion particles tf2 remove explosion particles output OnRedPickup(void) : "Sent when Red picks-up the item." output OnBluePickup(void) : "Sent when Blue picks-up the item." ] @PointClass base(Targetname, EnableDisable) studio("models/pickups/pickup_powerup_regen.mdl") sphere(fademindist) sphere(fademaxdist) = info_powerup_spawn : "Powerup spawn location. Only one of each type of Powerup will spawn in a game, so some Powerup spawn locations may not be used in some rounds. Locations and Powerup types are chosen at random. Will only spawn if tf_powerup_mode is set" [ team(choices) : "Owner Team" : -2 : "Teams can own spawn points. When Powerups are dropped, they resposition themselves after timing out. They will try to pick a spawn point based on what team designation they had when they repositioned. Set to Everyone to have no team bias in spawn positioning" = [ -2 : "Everyone" tf2 remove explosion particles check more tf2 remove explosion particles 2 : "Red" 3 : "Blue" ] ] @PointClass base(Targetname, EnableDisable) studio("models/pickups/pickup_powerup_crit.mdl") sphere(fademindist) sphere(fademaxdist) = item_powerup_crit : "Temporary Crit Powerup. Powerup effect wears off. Powerup respawns automatically" [] @PointClass base(Targetname, EnableDisable) studio("models/pickups/pickup_powerup_uber.mdl") sphere(fademindist) sphere(fademaxdist) = item_powerup_uber : "Temporary Uber Powerup. Powerup effect wears off. Powerup respawns automatically" [] // // Filters // tf2 remove explosion particles tf2 remove explosion particles @FilterClass base(TeamNum, BaseFilter) iconsprite("editor/filter_team.vmt") = filter_activator_tfteam : "A filter that filters by the team of the activator. The team number to filter by. " + "If the filter mode is Allow, only entities whose team number matches the given team will " + "pass the filter. If the filter mode is Disallow, all entities EXCEPT those whose team number " + "matches the given team will pass the filter." [ controlpoint(target_destination) : "Associated Control Point" : "" : "The team_control_point associated with this filter. The filter does NOT need an associated control point to function properly, but ownership of the control point will control the team number the filter uses (setup during each round start)." ] @FilterClass base(TeamNum, BaseFilter) iconsprite("editor/filter_team.vmt") = filter_tf_player_can_cap : tf2 remove explosion particles check more tf2 remove explosion particles "A filter that filters players that are allowed to capture objectives." + "If the filter mode is Allow, only entities whose team number matches the given team and" + "are not disguised, stealthed or invuln will pass the filter." + "If the filter mode is Disallow, all entities EXCEPT those players will be allowed." [ ] @FilterClass base(BaseFilter) = filter_tf_damaged_by_weapon_in_slot : "A filter that filters damage by a weapon in a certain slot." + "Used for training purposes" tf2 remove explosion particles best of tf2 remove explosion particles [ weaponSlot(choices) : "Weapon Slot" : 0 : "Damaged by weapon in slot." = [ 0 : "Primary" 1 : "Secondary" 2 : "Melee" 3 : "Grenade" 4 : "Building" 5 : "PDA" 6 : "Item 1" tf2 remove explosion particles best of tf2 remove explosion particles 7 : "Item 2" ] ] // // Solid Classes // @SolidClass base(Targetname, EnableDisable, TeamNum) = func_capturezone : "TF flag capture zone (set Team to 'any' for Territory Control maps)." tf2 remove explosion particles informational tf2 remove explosion particles [ capturepoint(integer) : "Capture Point" : 1 : "Used for Attack/Defend and Territory Control maps ONLY. This is ignored for CTF maps. Set this value to the Capture Point number for this entity." capture_delay(float) : "Capture Delay" : "1.1" : "Only used on Player Destruction maps, this is the default number of seconds between captures when the player is touching the area." capture_delay_offset(float) : "Capture Delay Offset" : "0.025" : "Only used on Player Destruction maps, this is amount of time to reduce the Capture Delay per player on the server." shouldBlock(choices) : "Capture Blocking" : 1 : "Only used on Player Destruction maps, this determines whether multiple teams in the zone will block each other from captures." = [ 0 : "No" 1 : "Yes" ] tf2 remove explosion particles check more tf2 remove explosion particles output OnCapture(void) : "Sent when a flag is captured in this zone." output OnCapTeam1(void) : "Sent when RED captures a flag in this zone." output OnCapTeam2(void) : "Sent when BLU captures a flag in this zone." output OnCapTeam1_PD(void) : "Sent when RED captures a point in this zone during Player Destruction mode." output OnCapTeam2_PD(void) : "Sent when BLU captures a point in this zone during Player Destruction mode." ] @SolidClass base(Targetname, Parentname, EnableDisable, TeamNum) = func_flagdetectionzone : "TF flag detection zone." tf2 remove explosion particles informational tf2 remove explosion particles [ alarm(choices) : "Alarm" : 0 : "Trigger bomb alarm." = [ 0 : "No" 1 : "Yes" ] input Test( void ) : "Send OnStartTouchFlag & OnPickedUpFlag outputs if any player with flag is touching. Send OnEndTouchFlag & OnDroppedFlag outputs if no player with flag is touching." output OnStartTouchFlag(void) : "Sent when a flag or flag carrier first touches the zone." tf2 remove explosion particles check more tf2 remove explosion particles output OnEndTouchFlag(void) : "Sent when a flag or flag carrier stops touching the zone." output OnDroppedFlag(void) : "Sent when a flag is dropped in the zone." output OnPickedUpFlag(void) : "Sent when a flag is picked up in the zone." ] @SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_nogrenades : "Grenades protected area." [] @SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_achievement : "Achievement area." [ tf2 remove explosion particles informational tf2 remove explosion particles zone_id(integer) : "Zone ID" : 0 : "ID number for this zone (multiple zones can have the same number to group them)." ] @SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_nobuild : "Engineer no-build area." [ AllowSentry(choices) : "Allow Sentries" : 0 : "Sentries are allowed to be built in this volume" = [ 0 : "No" 1 : "Yes" ] tf2 remove explosion particles tf2 remove explosion particles AllowDispenser(choices) : "Allow Dispensers" : 0 : "Dispensers are allowed to be built in this volume" = [ 0 : "No" 1 : "Yes" ] AllowTeleporters(choices) : "Allow Teleporters" : 0 : "Teleporters are allowed to be built in this volume" = [ 0 : "No" tf2 remove explosion particles best of tf2 remove explosion particles 1 : "Yes" ] ] @SolidClass base(Targetname, TeamNum, EnableDisable, Origin, Toggle) = func_suggested_build : "Engineer suggested build area." [ object_type(choices) : "Suggested Object" : 0 : "Suggested object to build in this area." = [ 0 : "Any" tf2 remove explosion particles tf2 remove explosion particles 1 : "Sentry" 2 : "Dispenser" 3 : "Teleporter Entrance" 4 : "Teleporter Exit" ] spawnflags(flags) = [ 1: "Built Object Never Dies" : 0 ] tf2 remove explosion particles tf2 remove explosion particles face_entity(target_destination) : "Must face point entity" : : "If this is not empty, the built object must face the point this entity is at." face_entity_fov(float) : "Facing Angle FOV Tolerance" : 90 : "If the 'must face entity' property is set, this is the tolerance aka field-of-view when facing that entity (in degrees)." output OnBuildInsideArea(void) : "Sent when the player builds an appropriate object inside a suggested area." output OnBuildNotFacing(void) : "Sent when the player builds an appropriate object inside a suggested area, but it has a bad orientation." output OnBuildingUpgraded(void) : "Sent when a building in this area is upgraded." ] @SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_regenerate : tf2 remove explosion particles best of tf2 remove explosion particles "Regeneration zone for players." [ associatedmodel(target_destination) : "Associated Model" : "" : "The prop_dynamic that represents this zone in the world. The associated model should have appropriate open and close animations for when players interact with the zone." ] @SolidClass base(Trigger, Targetname, TeamNum, EnableDisable, Toggle) = func_powerupvolume : "Players touching this volume will get a temporary, powerful upgrade." [] @SolidClass base(Targetname, EnableDisable, Toggle) = func_respawnflag : tf2 remove explosion particles check more tf2 remove explosion particles "Designates an area that triggers the flag to reset when it touches the area." [] @SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_respawnroom : "Designates a respawn room for a team." [] @SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_flag_alert : "Alerts are triggered when an enemy carrying a flag starts touching the area (or any player for an area with no team)." [ playsound(choices) : "Play alert sound" : 1 : "Play the sound when the alert is triggered." = [ 0 : "No" tf2 remove explosion particles informational tf2 remove explosion particles 1 : "Yes" ] alert_delay(integer) : "Delay between alerts (in seconds)" : 10 : "The amount of time between alerts being triggered (per team)." output OnTriggeredByTeam1(void) : "Sent when RED triggers the alert." output OnTriggeredByTeam2(void) : "Sent when BLUE triggers the alert." ] @SolidClass base(Targetname, Parentname, Origin, RenderFields, Global, Inputfilter, EnableDisable, Shadow) = func_respawnroomvisualizer : tf2 remove explosion particles best of tf2 remove explosion particles "Brushes that become visible to enemy players when they get close. Use them to mark areas that they're unable to enter (i.e. respawn rooms)." [ spawnflags(flags) = [ 2: "Ignore player +USE" : 1 ] respawnroomname(target_destination) : "Associated Respawn Room" : "" : "The func_respawnroom that this entity is visualizing. This entity will have its team matched to that for the func_respawnroom, and will have it updated if the func_respawnroom ever changes team." Solidity(choices) : "Solidity" : 1 : "Used to control the solidity/collision of these brushes." = tf2 remove explosion particles check more tf2 remove explosion particles [ 0 : "Toggle" 1 : "Never Solid" 2 : "Always Solid" ] vrad_brush_cast_shadows(choices) : "Shadows" : 0 : "Set this if this brush casts lightmap shadows." = [ 0 : "No" 1 : "Yes" tf2 remove explosion particles tf2 remove explosion particles ] solid_to_enemies(choices) : "Solid to Enemies" : 1 : "Determines if this area is solid to enemy players." = [ 0 : "No" 1 : "Yes" ] input SetSolid(bool) : "Set whether this area is solid to enemy players or not. 0 = No, 1 = Yes" ] tf2 remove explosion particles informational tf2 remove explosion particles @SolidClass base(Targetname, TeamNum, Parentname, Origin, RenderFields, EnableDisable) = func_forcefield : "Brushes that become visible to enemy players when they get close. Use them to mark areas that they're unable to enter." [ ] @SolidClass base(Targetname, TeamNum, EnableDisable, Toggle) = func_changeclass : "ChangeClass zone for players." [] @PointClass base(Angles) studioprop("models/editor/camera.mdl") = game_intro_viewpoint : tf2 remove explosion particles informational tf2 remove explosion particles "A viewpoint in the intro camera." [ TeamNum(choices) : "Team" : 0 : "Team" = [ 0 : "None (Shared)" 2 : "Red" 3 : "Blue" ] step_number(integer) : "Step Number. Intro starts at 1." : 1 tf2 remove explosion particles tf2 remove explosion particles time_delay(float) : "Time to spend here." : 12 hint_message(string) : "Hint Message here." event_to_fire(string) : "Game Event To Fire" event_delay(float) : "Game Event fire delay" : 3 event_data_int(integer) : "Game Event data" : 0 fov(float) : "FOV" : 0 ] @SolidClass base(Targetname) = func_proprrespawnzone : "Zone that handles respawning and distribution of clientside physics props." [] tf2 remove explosion particles tf2 remove explosion particles //==================================================================================================================== // CAPTURE POINT HANDLING //==================================================================================================================== @PointClass base(Targetname, EnableDisable, Angles, Parentname) studio("models/effects/cappoint_hologram.mdl") = team_control_point : "Control Point" [ spawnflags(flags) = tf2 remove explosion particles tf2 remove explosion particles [ 1: "Hide Control Point on HUD" : 0 2: "Start with model hidden" : 0 4: "Disable shadow" : 0 8: "Disable sounds" : 0 ] point_start_locked(choices) : "Start locked" : 0 : "Locked means the point will not be available for capture until it is unlocked via its input." = [ 0 : "No" tf2 remove explosion particles best of tf2 remove explosion particles 1 : "Yes" ] point_printname(string) : "Print Name" : "TODO: Set Name" : "LOCALIZED name to print on the HUD." point_group(integer) : "Group Index" : 0 : "Used for grouping points together under a team_control_point_master (not using control point rounds)." point_default_owner(choices) : "Default Owner" : 0 : "Default Owner of the control point." = [ 0 : "Neither" 2 : "Red" 3 : "Blue" tf2 remove explosion particles check more tf2 remove explosion particles ] point_index(integer) : "Index" : 0 : "Index of this point (must be unique)." point_warn_on_cap(choices) : "Warning Type" : 0 : "Type of warning to issue to the team that owns the control point when the opposing team starts to capture it." = [ 0 : "Normal Announcements" 1 : "Final Capture Point Warning" 2 : "No Announcements" ] tf2 remove explosion particles informational tf2 remove explosion particles point_warn_sound(string) : "Warning sound" : "ControlPoint.CaptureWarn" : "Sound to be played when this point is being captured (if warn on capture is set)." random_owner_on_restart(choices) : "Randomly set the owner on restart" : 0 : "Randomly set the owner of this point during a full restart of the map. The ratio of default owners among the points with this flag will be kept when selecting random owners." = [ 0 : "No" 1 : "Yes" ] // Per team data team_timedpoints_2(integer) : "Time-based point value for RED." : 0 tf2 remove explosion particles best of tf2 remove explosion particles team_timedpoints_3(integer) : "Time-based point value for BLUE." : 0 team_capsound_0(sound) : "Reset Sound" : "" : "Sound made when point resets." team_capsound_2(sound) : "Red Capture Sound" : "" : "Sound made when RED captures." team_capsound_3(sound) : "Blue Capture Sound" : "" : "Sound made when BLUE captures." team_model_0(studio) : "Reset Model" : "models/effects/cappoint_hologram.mdl" : "Model when point reset." team_model_2(studio) : "RED Model" : "models/effects/cappoint_hologram.mdl" : "Model when RED owns the point." team_model_3(studio) : "BLUE Model" : "models/effects/cappoint_hologram.mdl" : "Model when BLUE owns the point." tf2 remove explosion particles best of tf2 remove explosion particles team_bodygroup_0(integer) : "Reset model bodygroup" : 3 team_bodygroup_2(integer) : "RED model bodygroup" : 1 team_bodygroup_3(integer) : "BLUE model bodygroup" : 1 team_icon_0(material) : "HUD icon neutral" : "sprites/obj_icons/icon_obj_neutral" : "HUD icon material when no one owns the point." team_icon_2(material) : "HUD icon RED" : "sprites/obj_icons/icon_obj_red" : "HUD icon material when RED owns the point." team_icon_3(material) : "HUD icon BLUE" : "sprites/obj_icons/icon_obj_blu" : "HUD icon material when BLUE owns the point." team_overlay_0(material) : "HUD overlay neutral" : "" : "HUD material that will overlay the icon when no one owns the point." team_overlay_2(material) : "HUD overlay RED" : "" : "HUD material that will overlay the icon when RED owns the point." tf2 remove explosion particles best of tf2 remove explosion particles team_overlay_3(material) : "HUD overlay BLUE" : "" : "HUD material that will overlay the icon when BLUE owns the point." team_previouspoint_2_0(target_source) : "RED Previous Required Point 1" : "" : "The name of a previous capture point that RED must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required." team_previouspoint_2_1(target_source) : "RED Previous Required Point 2" : "" : "The name of a second previous capture point that RED must own to be able to capture this point." team_previouspoint_2_2(target_source) : "RED Previous Required Point 3" : "" : "The name of a third previous capture point that RED must own to be able to capture this point." team_previouspoint_3_0(target_source) : "BLUE Previous Required Point 1" : "" : "The name of a previous capture point that BLUE must own to be able to capture this point. If empty, the team must own all points preceding this one. Pointing to itself means no previous point required." team_previouspoint_3_1(target_source) : "BLUE Previous Required Point 2" : "" : "The name of a second previous capture point that BLUE must own to be able to capture this point." team_previouspoint_3_2(target_source) : "BLUE Previous Required Point 3" : "" : "The name of a third previous capture point that BLUE must own to be able to capture this point." // Outputs tf2 remove explosion particles best of tf2 remove explosion particles output OnOwnerChangedToTeam1(void) : "Sent when owner is changed to RED." output OnOwnerChangedToTeam2(void) : "Sent when owner is changed to BLUE." output OnCapReset(void) : "Sent when owner is changed to neutral." output OnRoundStartOwnedByTeam1(void) : "Sent when a round is starting and the point is owned by RED." output OnRoundStartOwnedByTeam2(void) : "Sent when a round is starting and the point is owned by BLUE." output OnCapTeam1(void) : "Sent when RED capture this point." output OnCapTeam2(void) : "Sent when BLUE capture this point." tf2 remove explosion particles check more tf2 remove explosion particles output OnUnlocked(void) : "Sent when point is unlocked via the SetLocked(0) or SetUnlockTime inputs." input SetOwner(integer) : "Set the owner of the point." input HideModel(void) : "Hide the control point model." input ShowModel(void) : "Show the control point model again." input SetLocked(integer) : "Lock the control point. 0 = unlocked, 1 = locked" input SetUnlockTime(integer) : "This will automatically unlock the control point in the specified amound of time (seconds)." ] tf2 remove explosion particles tf2 remove explosion particles @PointClass base(Targetname, EnableDisable) = team_control_point_round : "Control Point Round (you may have as many of these in the map as you would like)." [ cpr_printname(string) : "Print Name" : "" : "LOCALIZED name to print on the RoundInfo panel" cpr_priority(integer) : "Priority" : 0 : "The priority value for this round (must be >= 0). Higher precedence rounds will likely be picked first. If a number of rounds have the identical precedence worth, a random choice will likely be used.”

cpr_cp_names(string) : “Control factors on this spherical” : “” : “Names of the management factors included on this spherical (area delimited). Control factors might belong to a couple of management level spherical. The names of the management factors (and the rounds) ought to all be distinctive.”

cpr_restrict_team_cap_win(decisions) : “Restrict crew from profitable” : 0 : “Prevent this crew from profitable by capping all of the factors” =
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[
0 : “Neither”
1 : “Both”
2 : “Red”
3 : “Blue”
]

output OnStart(void) : “Sent when this spherical is chosen to be performed.”
output OnEnd(void) : “Sent when this spherical is completed.”
output OnWonByTeam1(void) : “Sent when RED wins this spherical.”
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output OnWonByTeam2(void) : “Sent when BLUE wins this spherical.”
]

@PointClass base(Targetname, EnableDisable) = team_control_point_master : “Control Point Master”
[
team_base_icon_2(material) : “Material for the RED Base icon” : “sprites/obj_icons/icon_base_red”
team_base_icon_3(material) : “Material for the BLUE Base icon” : “sprites/obj_icons/icon_base_blu”
caplayout(string) : “Cap Layout” : “” : “A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points seperated by commas to denote a new line. So <2,0 1> would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom.”
custom_position_x(float) : “Custom cap position X” : -1 : “Set the cap layout custom X position [0,1]”
custom_position_y(float) : “Custom cap place Y” : -1 : “Set the cap structure customized Y place [0,1]”
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cpm_restrict_team_cap_win(decisions) : “Restrict crew from profitable” : 0 : “Prevent this crew from profitable by capping all of the factors. This area is ignored in case you’re utilizing control_point_rounds in your map (set this area contained in the rounds).” =
[
0 : “Neither”
1 : “Both”
2 : “Red”
3 : “Blue”
]

switch_teams(decisions) : “Switch groups on map win?” : 0 : “Switch the groups when one crew has received the map and the sport goes to be reset.” =
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[
0 : “No”
1 : “Yes”
]

score_style(decisions) : “Scoring type” : 0 : “Sets the type of scoring used for seize level maps.” =
[
0 : “Add team score for each round won”
1 : “Add team score for each captured point”
]
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play_all_rounds(decisions) : “Play all rounds earlier than changelevel” : 0 : “Determines whether or not the server might changelevel when mp_timelimit is up earlier than all mini-rounds have been accomplished (for maps like Dustbowl).” =
[
0 : “Changelevel normally”
1 : “Only changelevel after all mini-rounds have been played to completion”
]

partial_cap_points_rate(float) : “Partial cap fee” : 0 : “Rate at which to provide partial cap factors for space captures.”

output OnWonByTeam1(void) : “Sent when RED wins the sport.”
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output OnWonByTeam2(void) : “Sent when BLUE wins the sport.”

enter SetWinner(integer) : “Set the winner of the spherical to this crew (0 for a stalemate).”
enter SetCapLayout(string) : “Set the cap structure string.”
enter SetCapLayoutCustomPositionX(float) : “Set the cap structure customized X place [0,1]”
enter SetCapLayoutCustomPositionY(float) : “Set the cap structure customized Y place [0,1]”
]

@SolidClass base(Targetname, EnableDisable, Parentname) = trigger_capture_area : “Capture Area”
[
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area_cap_point(target_source) : “Control point” : “” : “Name of the control point this area is linked to.”

team_cancap_2(choices) : “Can RED Cap?” : 1 =
[
1 : “Yes”
0 : “No”
]
team_cancap_3(decisions) : “Can BLUE Cap?” : 1 =
[
1 : “Yes”
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0 : “No”
]

team_startcap_2(integer) : “Number of RED gamers to start out capping” : 1
team_startcap_3(integer) : “Number of BLUE gamers to start out capping” : 1

team_numcap_2(integer) : “Number of RED gamers to cap” : 1
team_numcap_3(integer) : “Number of BLUE gamers to cap” : 1

team_spawn_2(integer) : “Red Spawn Adjust” : 0 : “Adjust the minimal respawn time for the purple crew by this quantity (in seconds) when purple captures this level. If the purple crew owns this level when blue captures it, this adjustment is reversed.”
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team_spawn_3(integer) : “Blue Spawn Adjust” : 0 : “Adjust the minimal respawn time for the blue crew by this quantity (in seconds) when blue captures this level. If the blue crew owns this level when purple captures it, this adjustment is reversed.”

area_time_to_cap(integer) : “Time to cap (sec)” : 5

// Outputs
output OnStartTeam1(void) : “Sent when RED begin seize.”
output OnBreakTeam1(void) : “Sent when a RED seize is damaged.”
output OnCapTeam1(void) : “Sent when RED finish seize.”

output OnStartTeam2(void) : “Sent when BLUE begin seize.”
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output OnBreakTeam2(void) : “Sent when a BLUE seize is damaged.”
output OnCapTeam2(void) : “Sent when BLUE finish seize.”

output OnStartCap(void) : “Sent when both crew begins seize.”
output OnBreakCap(void) : “Sent when both crew break seize.”
output OnEndCap(void) : “Sent when both crew finish seize.”

output OnNumCappersChanged(integer) : “Sent when the variety of cappers adjustments, passes the worth in int.”
output OnNumCappersChanged2(integer) : “Sent when the variety of cappers adjustments, passes the worth in int (-1 for seize blocked).”

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// Inputs
enter SetTeamCanCap(string) : “Set whether or not a particular crew is allowed to seize this level. Format is: <(0/1)>. i.e. ‘2 0’ would forestall RED from capturing this level, whereas ‘3 1′ would permit BLUE to cap it.”

enter SetControlPoint(string) : “Assign space seize to the handed management level.”
enter CaptureCurrentCP(string) : “If we’re being capped, forces the present level to seize.”
]

@PointClass base(Targetname, TeamNum, EnableDisable) = team_train_watcher :
“Entity that tracks the practice progress by practice escort maps”
[
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train_can_recede(choices) : “Can the train recede?” : 1 : “Used to hide the HUD countdown.” =
[
1 : “Yes”
0 : “No”
]

train_recede_time(integer) : “Train recede time (in seconds)” : 0 : “Length of time earlier than the practice begins to recede. 0 = use TF2 default setting of 30 seconds.”

handle_train_movement(decisions) : “Handle practice motion?” : 0 : “Should the practice watcher deal with all practice motion?” =
[
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1 : “Yes”
0 : “No”
]

speed_forward_modifier(float) : “Speed Forward Modifier” : 1 : “Applies the given modifier to all ahead speeds. Only used if the watcher is dealing with the practice motion. [0, 1]”

env_spark_name(string) : “Train spark sprites” : “” : “Name of the env_spark entities used underneath the practice for backward motion. They ought to all have the identical entity identify. Only used if the watcher is dealing with the practice motion.”

practice(target_destination) : “Train to look at.”
start_node(target_destination) : “Node that the trail begins at.”
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goal_node(target_destination) : “Node that the trail ends at.”

linked_pathtrack_1(target_destination) : “Linked PathMonitor 1”
linked_cp_1(target_destination) : “Linked CP 1”

linked_pathtrack_2(target_destination) : “Linked PathMonitor 2”
linked_cp_2(target_destination) : “Linked CP 2”

linked_pathtrack_3(target_destination) : “Linked PathMonitor 3”
linked_cp_3(target_destination) : “Linked CP 3”
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linked_pathtrack_4(target_destination) : “Linked PathMonitor 4”
linked_cp_4(target_destination) : “Linked CP 4”

linked_pathtrack_5(target_destination) : “Linked PathMonitor 5”
linked_cp_5(target_destination) : “Linked CP 5”

linked_pathtrack_6(target_destination) : “Linked PathMonitor 6”
linked_cp_6(target_destination) : “Linked CP 6”

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linked_pathtrack_7(target_destination) : “Linked PathMonitor 7”
linked_cp_7(target_destination) : “Linked CP 7”

linked_pathtrack_8(target_destination) : “Linked PathMonitor 8”
linked_cp_8(target_destination) : “Linked CP 8”

hud_min_speed_level_1(float) : “Min Speed for Speed Level 1” : 30
hud_min_speed_level_2(float) : “Min Speed for Speed Level 2” : 60
hud_min_speed_level_3(float) : “Min Speed for Speed Level 3” : 90

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// Inputs
enter SetNumTrainCappers(integer) : “Set Number of gamers capping the practice”
enter SetSpeedForwardModifier(float) : “Set the velocity ahead modifier. Only used if the watcher is dealing with the practice motion. [0, 1]”
enter SetTrainRecedeTime(integer) : “Set the variety of seconds earlier than the practice begins to recede.”
enter SetTrainCanRecede(bool) : “Determines whether or not or not the practice can recede.”
enter SetTrainRecedeTimeAndUpdate(integer) : “Set the variety of seconds earlier than the practice begins to recede and replace the present recede time.”

// Outputs
output OnTrainStartRecede(void) : “Sent when the practice ought to begin receding”
]
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@PointClass base(Targetname) iconsprite(“editor/game_text.vmt”) = game_text_tf :
“An entity that shows textual content on participant’s screens, in fairly tf hud format”
[
message(string) : “Message Text” : “” : “Message to display onscreen.”

icon(string) : “Icon” : “” : “Hud icon ( from mod_textures.res ) to display.”

display_to_team(Choices) : “Audience” : 0 =
[
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0 : “Everyone”
2 : “Red Team Only”
3 : “Blue Team Only”
]

background(Choices) : “Background Panel Color” : 0 =
[
0 : “Grey”
2 : “Red”
3 : “Blue”
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]

// Inputs
enter Display(void) : “Display the message textual content.”
]

@BaseClass = BaseObject
[
TeamNum(choices) : “Team” : 2 : “Team” =
[
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2 : “Red”
3 : “Blue”
]

// invuln
spawnflags(flags) =
[
2: “Invulnerable” : 0
]

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// Inputs
enter SetBuilder(string) : “Sets the builder of this object to the participant given (from an output)”
enter Show(void) : “Makes the constructing seen and tries to re-enable it.”
enter Hide(void) : “Makes the constructing invisible and disables it.”
enter SetHealth(integer) : “Sets a brand new worth for the breakable’s well being. If the breakable’s well being reaches zero it’ll break.”
enter AddHealth(integer) : “Adds well being to the breakable. If the breakable’s well being reaches zero it’ll break.”
enter RemoveHealth(integer) : “Removes well being from the breakable. If the breakable’s well being reaches zero it’ll break.”
enter Enable(void) : “Enable this entity.”
enter Disable(void) : “Disable this entity.”
]
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@PointClass base(Targetname,Parentname,BaseObject,Angles) studio(“fashions/buildables/dispenser_light.mdl”) = obj_dispenser :
“TF2 Dispenser”
[
defaultupgrade(choices) : “Starting Upgrade Level” : 0 =
[
0 : “Level 1”
1 : “Level 2”
2 : “Level 3”
]
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spawnflags(flags) =
[
4: “Upgradable” : 0
]

// Outputs
output OnDestroyed(void) : “Fired when this entity is destroyed.”
]

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@PointClass base(Targetname,Parentname,BaseObject,Angles) studio(“fashions/buildables/sentry3.mdl”) = obj_sentrygun :
“TF2 Sentrygun”
[
defaultupgrade(choices) : “Starting Upgrade Level” : 0 =
[
0 : “Level 1”
1 : “Level 2”
2 : “Level 3”
]

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spawnflags(flags) =
[
4: “Upgradable” : 0
8: “Infinite Ammo” : 0
]

// Outputs
output OnDestroyed(void) : “Fired when this entity is destroyed.”
]

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@PointClass base(Targetname,Parentname,BaseObject,Angles) studio(“fashions/buildables/teleporter_light.mdl”) = obj_teleporter :
“TF2 Teleporter”
[
defaultupgrade(choices) : “Starting Upgrade Level” : 0 =
[
0 : “Level 1”
1 : “Level 2”
2 : “Level 3”
]

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spawnflags(flags) =
[
4: “Upgradable” : 0
]

teleporterType(decisions) : “Type” : 1 =
[
1 : “Entrance”
2 : “Exit”
]
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matchingTeleporter(target_destination) : “Matching Teleporter” : : “The teleporter linked to this one.”

// Outputs
output OnDestroyed(void) : “Fired when this entity is destroyed.”
]

@PointClass base(Targetname,Parentname,BaseObject,Angles,EnableDisable) studio(“fashions/buildables/sentry3.mdl”) = bot_hint_sentrygun :
“TF2 Sentry Gun Placement Hint for Bots”
[
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sequence(integer) : “Sequence” : 5 : “Default animation sequence for the model to be playing after spawning.”

sticky(choices) : “Sticky” : 0 : “If set, Engineer bots using this hint will stay here instead of destroying their equipment and moving up as the scenario changes.” =
[
0 : “No”
1 : “Yes”
]
output OnSentryGunDestroyed(void) : “Fired when a sentry gun constructed on this trace is destroyed.”
]

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@PointClass base(Targetname,Parentname,BaseObject,Angles,EnableDisable) studio(“fashions/buildables/teleporter_blueprint_exit.mdl”) = bot_hint_teleporter_exit :
“TF2 Teleporter Exit Placement Hint for Bots”
[
]

@PointClass base(Targetname,Parentname,BaseObject,Angles,EnableDisable) studio(“fashions/bots/engineer/bot_engineer.mdl”) = bot_hint_engineer_nest :
“TF2 Engineer Nest Hint for Bots”
[
]

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@PointClass base(Targetname,Parentname,BaseObject,Angles) studio(“fashions/participant/sniper.mdl”) sphere(radius) = bot_hint_sniper_spot :
“TF2 Sniper Spot Hint for Bots”
[
radius(float) : “Hint Radius” : 100 : “Radius of hint influence.”
]

@PointClass base(Targetname,Parentname,BaseObject) iconsprite(“editor/bullseye.vmt”) = mapobj_cart_dispenser :
“TF2 Dispenser”
[
spawnflags(flags) =
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[
4: “Ignore line of sight check” : 1
8: “Don’t heal disguised/stealthed spies” : 1
]

touch_trigger(target_destination) : “Custom Touch Trigger”

enter FireHalloweenBonus(integer) : “Trigger bonus impact on gamers close to this dispenser”
enter SetDispenserLevel(integer) : “Set the dispenser degree: 1, 2, or 3”
enter Enable(void) : “Enable this entity.”
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enter Disable(void) : “Disable this entity.”
]

@SolidClass base(Parentname,Targetname,Trigger) = dispenser_touch_trigger : “Trigger for dispenser therapeutic bounds”
[
]

@PointClass base(Targetname,EnableDisable) = tf_logic_arena : “Arena Entity. This is used to detect an area map and likewise to do spherical particular stuff.”
[

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CapEnableDelay(float) : “Capture Point Enable Time” : 0

// Outputs
output OnArenaRoundStart(void) : “Fired the moment an arena match starts”
output OnCapEnabled(void) : “Fired when the specified time elapses and the cap becomes enabled”

]

@PointClass base(Targetname) = bot_controller :
“An entity used to create a bot, after which challenge instructions to it.”
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[
TeamNum(choices) : “Team” : 2 : “Team” =
[
2 : “Red”
3 : “Blue”
]

bot_class(decisions) : “Class” : 0 : “The class the bot will spawn as.” =
[
0 : “Random”
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1 : “Scout”
2 : “Sniper”
3 : “Soldier”
4 : “Demoman”
5 : “Medic”
6 : “Heavy”
7 : “Pyro”
8 : “Spy”
9 : “Engineer”
]
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bot_name(string) : “Name of the bot.”

// Inputs
enter CreateBot(void) : “Create the bot for this controller.”
enter RespawnBot(void) : “Force the bot to respawn.”
enter AddCommandMoveToEntity(target_destination) : “Add a command to the bot’s queue, telling it to maneuver to the desired entity.”
enter AddCommandAttackEntity(target_destination) : “Add a command to the bot’s queue, telling it to assault the desired entity.”
enter AddCommandSwitchWeapon(integer) : “Add a command to the bot’s queue, telling it to change to the desired weapon slot.”
enter AddCommandDefend(float) : “Add a command to the bot’s queue, telling it to defend the place it is standing at. The parameter specifies the gap from the purpose that the Bot is allowed to maneuver to battle enemies.”
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enter SetIgnorePeople(integer) : “Set whether or not or not the Bot ought to ignore human gamers. 1 = ignore, 0 = do not ignore.”
enter PreventMovement(integer) : “Set whether or not or not the Bot is allowed to maneuver. 1 = forestall motion, 0 = permit motion.”
enter ClearQueue(void) : “Clear the bot’s command queue.”

// Outputs
output OnForceRespawn(void) : “Sent when the entity respawns the gamers.”
]

@PointClass base(Targetname) = tf_logic_training_mode : “Training logic entity. This is used to detect a coaching map.”
[
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nextMap(choices) : “Next Map” : “” : “Next map to load when the current one is finished.” =
[
“” : “None”
“tr_dustbowl” : “tr_dustbowl”
“tr_target” : “tr_target”
]

// Inputs
enter ShowTrainingMsg(string) : “Show a coaching message, for coaching mode. The parameter ought to be the string entry in tf_english.txt”
enter ShowTrainingObjective(string) : “Sets a coaching goal to point out to the participant.”
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enter ForcePlayerSpawnAsClassOutput(void) : “Force the suitable output to fireplace for the participant spawning as a category. You can use this to primarily ask what class the participant is.”
enter KickBots(void) : “Kicks all of the bots from the server.”
enter ShowTrainingHUD(void) : “Makes the coaching goal HUD seen.”
enter HideTrainingHUD(void) : “Makes the coaching goal HUD hidden.”
enter EndTraining(string) : “Ends coaching mode.”
enter PlaySoundOnPlayer(string) : “Play a sound on the participant.”
enter WaitForTimerOrKeypress(target_destination) : “Wait for the logic_timer entity to fireplace on its interval or for a keypress from the participant.”
enter SetNextMap(string) : “Set the following map for coaching.”
enter ForcePlayerSwapToWeapon(string) : “Forces the participant to change to the weapon.”

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// Outputs
output OnPlayerSpawnAsScout(void) : “Sent when the participant spawns as a Scout.”
output OnPlayerSpawnAsSniper(void) : “Sent when the participant spawns as a Sniper.”
output OnPlayerSpawnAsSoldier(void) : “Sent when the participant spawns as a Soldier.”
output OnPlayerSpawnAsDemoman(void) : “Sent when the participant spawns as a Demoman.”
output OnPlayerSpawnAsMedic(void) : “Sent when the participant spawns as a Medic.”
output OnPlayerSpawnAsHeavy(void) : “Sent when the participant spawns as a Heavy.”
output OnPlayerSpawnAsPyro(void) : “Sent when the participant spawns as a Pyro.”
output OnPlayerSpawnAsSpy(void) : “Sent when the participant spawns as a Spy.”
output OnPlayerSpawnAsEngineer(void) : “Sent when the participant spawns as an Engineer.”
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output OnPlayerDied(void) : “Sent when the participant dies.”
output OnBotDied(void) : “Sent when a bot participant dies.”
output OnPlayerSwappedToPrimary(void) : “Sent when the participant swaps to the merchandise in his main weapon slot.”
output OnPlayerSwappedToSecondary(void) : “Sent when the participant swaps to the merchandise in his secondary weapon slot.”
output OnPlayerSwappedToMelee(void) : “Sent when the participant swaps to the merchandise in his melee weapon slot.”
output OnPlayerSwappedToBuilding(void) : “Sent when the participant swaps to the merchandise in his constructing weapon slot.”
output OnPlayerSwappedToPDA(void) : “Sent when the participant swaps to the merchandise in his pda weapon slot.”
output OnBuildOutsideArea(void) : “Sent when the participant builds an object exterior a prompt space.”
output OnPlayerDetonateBuilding(void) : “Sent when the participant manually detonates considered one of their buildings.”
]
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@PointClass base(Targetname, Angles) = boss_alpha : “The Giant Robot Boss”
[
// Outputs
output OnStunned(void) : “Sent when the Boss becomes stunned.”
output OnHealthBelow90Percent(void) : “Sent when the Boss’ health drops below 90 percent.”
output OnHealthBelow80Percent(void) : “Sent when the Boss’ health drops below 80 percent.”
output OnHealthBelow70Percent(void) : “Sent when the Boss’ health drops below 70 percent.”
output OnHealthBelow60Percent(void) : “Sent when the Boss’ health drops below 60 percent.”
output OnHealthBelow50Percent(void) : “Sent when the Boss’ health drops below 50 percent.”
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output OnHealthBelow40Percent(void) : “Sent when the Boss’ health drops below 40 percent.”
output OnHealthBelow30Percent(void) : “Sent when the Boss’ health drops below 30 percent.”
output OnHealthBelow20Percent(void) : “Sent when the Boss’ health drops below 20 percent.”
output OnHealthBelow10Percent(void) : “Sent when the Boss’ health drops below 10 percent.”
output OnKilled(void) : “Sent when the Boss is killed.”
]

@PointClass base(Targetname, Parentname, Angles, TeamNum) = base_boss : “A Basic Boss”
[
health(integer) : “Boss’ starting health” : 1000 : “The Boss’ starting health.”
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model(string) : “Model” : “models/bots/boss_bot/boss_tank.mdl” : “The model to be used for this entity.”
speed(float) : “Boss’ max movement speed” : 75 : “Boss’ max movement speed”

start_disabled(choices) : “Start Disabled” : 0 =
[
0 : “No”
1 : “Yes”
]

enter Enable(void) : “Enable the Boss”
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enter Disable(void) : “Disable the Boss”
enter SetSpeed(float) : “Change the velocity of the Boss”

// Outputs
output OnHealthBelow90Percent(void) : “Sent when the Boss’ well being drops beneath 90 %.”
output OnHealthBelow80Percent(void) : “Sent when the Boss’ well being drops beneath 80 %.”
output OnHealthBelow70Percent(void) : “Sent when the Boss’ well being drops beneath 70 %.”
output OnHealthBelow60Percent(void) : “Sent when the Boss’ well being drops beneath 60 %.”
output OnHealthBelow50Percent(void) : “Sent when the Boss’ well being drops beneath 50 %.”
output OnHealthBelow40Percent(void) : “Sent when the Boss’ well being drops beneath 40 %.”
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output OnHealthBelow30Percent(void) : “Sent when the Boss’ well being drops beneath 30 %.”
output OnHealthBelow20Percent(void) : “Sent when the Boss’ well being drops beneath 20 %.”
output OnHealthBelow10Percent(void) : “Sent when the Boss’ well being drops beneath 10 %.”

output OnKilled(void) : “Sent when the Boss is killed.”
]

@PointClass base(base_boss) = tank_boss : “Tank Boss”
[
input DestroyIfAtCapturePoint(integer) : “Destroy If At CapturePoint”
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input AddCaptureDestroyPostfix(string) : “Set the postfix for the destroy animation when it’s at the capture point”
]

@PointClass base(Targetname) = tf_logic_multiple_escort : “Multiple Escort Entity. This is used to detect a payload map with trains for each groups.”
[
]

@PointClass base(Targetname) = tf_logic_koth : “King of the Hill Entity. This is used to detect a KOTH map.”
[
timer_length(integer) : “Timer length (in seconds)” : 180 : “Initial timer length for each team.”
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unlock_point(integer) : “Unlock Point (in seconds)” : 30 : “Time to wait before unlocking the point in CP KOTH maps.”

input SetRedTimer(integer) : “Set the time remaining for the RED timer.”
input SetBlueTimer(integer) : “Set the time remaining for the BLUE timer.”
input AddRedTimer(integer) : “Add time to the RED timer.”
input AddBlueTimer(integer) : “Add time to the BLUE timer.”
]

@PointClass base(Targetname,Parentname,Angles ) studio(“fashions/bots/bot_worker/bot_worker_a.mdl”)= tf_robot_destruction_robot_spawn : “Robot Destruction Robot spawn level.”
[
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health(integer) : “Health” : 500 : “The health for the robot”
gibs(integer) : “Gibs” : 0 : “The number of point-giving gibs to spawn on death”
type(choices) : “Robot Style” : 0 =
[
0 : “Frustum”
1 : “Sphere”
2 : “King”
3 : “Finale”
]
spawngroup(target_source) : “Spawn Group” : : “Which group this spawn belongs to”
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startpath(target_source) : “Start Path” : : “Which path_track to move in the direction of first”

enter SpawnRobot(void) : “Spawn a robotic on this spawnpoint. Does nothing if there’s already a robotic.”
output OnRobotKilled(void) : “Sent when this spawn level’s robotic dies.”
]

@PointClass base(Targetname) = tf_robot_destruction_spawn_group : “Robot Destruction spawn group. This teams the Robot Destruction spawn factors”
[
respawn_time(float) : “Respawn Time” : 0 : “Respawn time for this group”
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group_number(integer) : “Group Number” : 0 : “This group’s number. Affect’s UI position and spawn priority”
team_number(choices) : “Team Number” : 2 =
[
2 : “Red”
3 : “Blue”
]
hud_icon(string) : “HUD Icon Name” : “../HUD/hud_bot_worker_outline_blue” : “HUD icon to make use of for this group”
respawn_reduction_scale(float) : “Team Respawn Reduction Scale” : 0 : “Scale the proudly owning crew’s respawn time by this quantity when this group is useless.”

output OnRobotsRespawn(void) : “Sent when this group’s robots respawn.”
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output OnAllRobotsDead(void ) : “Sent when the final robotic alive on this group dies.”
]

@BaseClass = RobotDestruction
[

]

@PointClass base(Targetname,RobotDestruction) = tf_logic_robot_destruction : “Robot Destruction Entity. This is used to detect a Robot Destruction map.”
[
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score_interval(float) : “Robot Scoring Interval (in seconds)” : 1 : “How often a robot should score a point while hacking.”
loser_respawn_bonus_per_bot(float) : “Loser Respawn Bonus Per Bot (percentage)” : 0 : “How much faster the losing team will respawn per bot difference.”
red_respawn_time(float) : “Red Respawn Time (in seconds)” : 10 : “Respawn times for Red”
blue_respawn_time(float) : “Blue Respawn Time (in seconds)” : 10 : “Respawn times for Blue”
max_points(integer) : “Max Points” : 200 : “The number of points a team must get to unlock their win condition.”
finale_length(float) : “Finale Length” : 30 : “The amount of time from after max score is reached a team will win.”
res_file(string) : “HUD Res File” : “resource/UI/HudObjectiveRobotDestruction.res” : “What res file to use for the HUD”

output OnBlueHitMaxPoints(void) : “Sent when Blue hits the max points.”
output OnRedHitMaxPoints(void) : “Sent when Red hits the max points.”
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output OnBlueLeaveMaxPoints(void) : “Sent when blue goes from max points to fewer.”
output OnRedLeaveMaxPoints(void) : “Sent when red goes from max points to fewer.”
output OnBlueHitZeroPoints(void) : “Sent when Blue hits 0 points.”
output OnRedHitZeroPoints(void) : “Sent when Red hits 0 points”
output OnBlueHasPoints(void) : “Sent when Blue goes from 0 to any points”
output OnRedHasPoints(void) : “Sent when Red goes from 0 to any points”

output OnRedFinalePeriodEnd(void) : “Sent when the red finale period ends.”
output OnBlueFinalePeriodEnd(void) : “Sent when the blue finale period ends.”

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output OnRedFirstFlagStolen(void) : “Sent when red’s first flag gets stolen.”
output OnRedFlagStolen(void) : “Sent when a flag gets stolen from red.”
output OnRedLastFlagReturned(void) : “Sent when red’s last stolen flag gets returned.”
output OnBlueFirstFlagStolen(void) : “Sent when blue’s first flag gets stolen.”
output OnBlueFlagStolen(void) : “Sent when a flag gets stolen from blue.”
output OnBlueLastFlagReturned(void) : “Sent when blue’s last stolen flag gets returned.”
]

@PointClass base(Targetname) = tf_logic_player_destruction : “Player Destruction Entity. This is used to detect a Player Destruction map.”
[
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prop_model_name(studio) : “Prop Model Name” : “models/flag/flag.mdl” : “model of prop that drops from player on death”
prop_drop_sound(sound) : “Prop Drop Sound” : “” : “sound when player drops prop”
prop_pickup_sound(sound) : “Prop Pickup Sound” : “” : “sound when player picks up prop”
input ScoreRedPoints(void) : “Score points for red.”
input ScoreBluePoints(void) : “Score points for blue.”
input EnableMaxScoreUpdating(void) : “Allow the max score to update based on player count.”
input DisableMaxScoreUpdating(void) : “Disallow the max score to update based on player count.”
input SetCountdownTimer(integer) : “Set the countdown time and start the timer.”
input SetCountdownImage(string) : “Set the countdown image.”
input SetFlagResetDelay(integer) : “Set the length of time (in seconds) before a dropped flag resets.”
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red_respawn_time(float) : “Red Respawn Time (in seconds)” : 10 : “Respawn times for Red”
blue_respawn_time(float) : “Blue Respawn Time (in seconds)” : 10 : “Respawn times for Blue”
min_points(integer) : “Min Points” : 10 : “The minimum points to win”
points_per_player(integer) : “Point Per Player” : 5 : “How many points to increase the max points by per player”
finale_length(float) : “Finale Length” : 30 : “The amount of time from after max score is reached a team will win.”
res_file(string) : “HUD Res File” : “resource/UI/HudObjectivePlayerDestruction.res” : “What res file to use for the HUD”
flag_reset_delay(integer) : “Flag Reset Delay (in seconds)” : 60 : “Length of time (in seconds) before a dropped flag resets.”
heal_distance(integer) : “Heal Distance” : 450 : “The distance for the team leader’s ability to heal teammates.”

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output OnBlueHitMaxPoints(void) : “Sent when Blue hits the max points.”
output OnRedHitMaxPoints(void) : “Sent when Red hits the max points.”
output OnBlueLeaveMaxPoints(void) : “Sent when blue goes from max points to fewer.”
output OnRedLeaveMaxPoints(void) : “Sent when red goes from max points to fewer.”
output OnBlueHitZeroPoints(void) : “Sent when Blue hits 0 points.”
output OnRedHitZeroPoints(void) : “Sent when Red hits 0 points”
output OnBlueHasPoints(void) : “Sent when Blue goes from 0 to any points”
output OnRedHasPoints(void) : “Sent when Red goes from 0 to any points”

output OnRedFinalePeriodEnd(void) : “Sent when the red finale period ends.”
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output OnBlueFinalePeriodEnd(void) : “Sent when the blue finale period ends.”

output OnRedFirstFlagStolen(void) : “Sent when red’s first flag gets stolen.”
output OnRedFlagStolen(void) : “Sent when a flag gets stolen from red.”
output OnRedLastFlagReturned(void) : “Sent when red’s last stolen flag gets returned.”
output OnBlueFirstFlagStolen(void) : “Sent when blue’s first flag gets stolen.”
output OnBlueFlagStolen(void) : “Sent when a flag gets stolen from blue.”
output OnBlueLastFlagReturned(void) : “Sent when blue’s last stolen flag gets returned.”

output OnRedScoreChanged(float) : “Send when score changes, and is a value representing total progress from [0..1].”
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output OnBlueScoreChanged(float) : “Send when rating adjustments, and is a worth representing whole progress from [0..1].”

output OnCountdownTimerExpired(void) : “Sent when the countdown timer expires.”
]

@SolidClass base(Trigger, Targetname, TeamNum) = trigger_rd_vault_trigger :
“A set off used to mark the place gamers can steal credit.”
[
output OnPointsStolen(void) : “Sent during every point stealing ‘pulse’.”
output OnPointsStartStealing(void) : “Sent when points start being stolen.”
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output OnPointsEndStealing(void) : “Send when points stop being stolen.”
]

@PointClass base(Targetname) = tf_logic_medieval : “Medieval Mode Entity. This is used to detect a Medieval map.”
[
]

@PointClass base(Targetname) = tf_logic_cp_timer : “Control Point Timer Entity.”
[
controlpoint(target_destination) : “Control Point” : : “The team_control_point associated with this timer.”
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timer_length(integer) : “Timer length (in seconds)” : 60 : “Length of the timer that runs when the control point becomes available for capture.”

// Outputs
output OnCountdownStart(void) : “Sent when the timer starts.”
output OnCountdown15SecRemain(void) : “Sent when 15 seconds remain.”
output OnCountdown10SecRemain(void) : “Sent when 10 seconds remain.”
output OnCountdown5SecRemain(void) : “Sent when 5 seconds remain.”
output OnCountdownEnd(void) : “Sent when the timer expires and the point is not being captured.”
]

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@PointClass base(Targetname) = tf_logic_hybrid_ctf_cp : “Hybrid Map Entity. This is used to detect a map that blends the CTF and CP recreation modes.”
[
]

@PointClass base(Targetname) = tf_logic_raid : “Raid Entity. This is used to detect a Raid map.”
[
]

@PointClass base(Targetname) = tf_logic_boss_battle : “Boss Battle Entity. This is used to detect a Boss Battle map.”
[
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]

@PointClass base(Targetname) = tf_logic_mann_vs_machine : “Mann VS Machine Entity. This is used to detect a Mann VS Machine map.”
[
]

@PointClass base(Targetname) = tf_logic_holiday : “Holiday Entity. This is used to detect a vacation map.”
[
holiday_type(choices) : “Holiday” : 1 =
[
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1 : “None”
2 : “Halloween”
3 : “Birthday”
]

tauntInHell(decisions) : “Taunt In Hell” : 0 : “Should gamers taunt when teleported to Hell.” =
[
0 : “No”
1 : “Yes”
]
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permitHaunting(decisions) : “Haunting” : 0 : “Allow Wheel of Doom haunting.” =
[
0 : “No”
1 : “Yes”
]

enter HalloweenSetUsingSpells(integer) : “Disable/Enable spells for this map. Only works on Halloween maps. (0 disable, 1 allow)”
enter Halloween2013TeleportToHell(string) : “Teleport all gamers to hell.”
]
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@SolidClass base(Targetname, EnableDisable) = func_upgradestation : “Where gamers go to purchase upgrades for weapons and gadgets.”
[
]

@PointClass base(Targetname, Angles) = bot_generator : “Entity spawns TFBots each seconds, with at most lively without delay”
[
team(choices) : “Team” : “auto” : “Team” =
[
“auto” : “Any”
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“red” : “Red”
“blue” : “Blue”
]

class(decisions) : “Class” : “auto” : “Class” =
[
“auto” : “Any”
“scout” : “Scout”
“sniper” : “Sniper”
“soldier” : “Soldier”
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“demoman” : “Demoman”
“medic” : “Medic”
“heavyweapons” : “Heavy”
“pyro” : “Pyro”
“spy” : “Spy”
“engineer” : “Engineer”
]

depend(integer) : “Count” : 1 : “Number of TFBots to spawn over the lifetime of this bot generator.”
maxActive(integer) : “Max Active” : 1 : “Maximum variety of lively TFBots spawned at any given time from this generator.”
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interval(float) : “Interval” : 0 : “Time (in seconds) between spawns”

action_point(target_destination) : “Action Point” : : “Put the identify of a bot_action_point right here to inform the spawned bot to maneuver there.”

initial_command(decisions) : “Initial Command” : “” : “Initial command to provide this bot, if any.” =
[
“goto action point” : “Go to specified Action Point”
“taunt” : “Taunt”
“despawn” : “Leave the game”
“cloak” : “If Spy, Cloak”
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“uncloak” : “If Spy, Uncloak”
“attack sentry at next action point” : “Attack sentry gun at next action point”
“disguise” : “If Spy, Disguise”
]

suppressFire(decisions) : “Suppress Fire” : 0 : “Newly generated TFBots will suppress their fireplace if that is set.” =
[
0 : “No”
1 : “Yes”
]
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disableDodge(decisions) : “Disable Dodge” : 0 : “Newly generated TFBots won’t dodge if that is set.” =
[
0 : “No”
1 : “Yes”
]

motionOnDeath(decisions) : “Action on Death” : 1 : “When a TFBot dies, they’ll both respawn like a standard participant, take away themselves, or transfer to the spectator crew.” =
[
0 : “Repawn as usual”
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1 : “Remove self”
2 : “Move to Spectator team”
]

spectateOnDeath(decisions) : “Move to Spectator Team on Death” : 0 : “TFBots will transfer to the Spectator crew on loss of life. Use this as a pooling mechanism” =
[
0 : “No”
1 : “Yes”
]

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useTeamSpawnPoint(decisions) : “Use Team Spawn Point” : 0 : “TFBots will use their crew spawn level, as a substitute of this level if that is set.” =
[
0 : “No”
1 : “Yes”
]

retainBuildings(decisions) : “Retain Buildings After Disconnect” : 0 : “If set, any buildings (sentries, sappers, and many others) constructed by bots from this generator won’t be destroyed when their house owners are eliminated.” =
[
0 : “No”
1 : “Yes”
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]

issue(decisions) : “Difficulty” : 0 : “The talent degree of bots created by this generator.” =
[
-1 : “Default”
0 : “Easy”
1 : “Normal”
2 : “Hard”
3 : “Expert”
]
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spawnOnlyWhenTriggered(decisions) : “Don’t spawn bots except triggered” : 0 : “If that is set, you have to use the SpawnBot enter to have any bots spawn” =
[
0 : “No”
1 : “Yes”
]

spawnflags(flags) =
[
1 : “Spawned Bots Ignore Enemy Scouts” : 0
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2 : “Spawned Bots Ignore Enemy Soldiers” : 0
4 : “Spawned Bots Ignore Enemy Pyros” : 0
8 : “Spawned Bots Ignore Enemy Demomen” : 0
16 : “Spawned Bots Ignore Enemy Heavies” : 0
32 : “Spawned Bots Ignore Enemy Medics” : 0
64 : “Spawned Bots Ignore Enemy Engineers” : 0
128 : “Spawned Bots Ignore Enemy Snipers” : 0
256 : “Spawned Bots Ignore Enemy Spies” : 0
512 : “Spawned Bots Ignore Enemy Sentry Guns” : 0
1024 : “Spawned Bots Ignore Scenario Goals” : 0
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]

// Inputs
enter Enable(void) : “Begin spawning TFBots”
enter Disable(void) : “Stop spawning TFBots”
enter SetSuppressFire(bool) : “Set whether or not TFBots ought to suppress their fireplace.”
enter SetDisableDodge(bool) : “Set whether or not TFBots ought to have the dodge capacity disabled or not.”
enter SetDifficulty(integer) : “Change the talent degree of subsequently generated bots (-1=default, 0=simple, 1=regular, 2=exhausting, 3=knowledgeable).”
enter CommandGotoActionPoint(target_destination) : “Commands all bots spawned by this generator to go to the desired motion level by identify.”
enter SetAttentionFocus(target_destination) : “All bots spawned by this generator will focus completely on this entity. If entity is motion level, entities inside that time’s radius will likely be attended to.”
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enter ClearAttentionFocus(target_destination) : “Remove consideration focus restrictions from bots spawned by this generator.”
enter SpawnBot(void) : “Attempt to spawn a bot throughout the guidelines specified.”
enter RemoveBots(void) : “Force take away any bots this entity spawned.”

// Outputs
output OnSpawned(void) : “Sent when the TFBot has spawned into the setting”
output OnExpended(void) : “Sent when the bot generator has reached its restrict of the bots it may well create”
output OnBotKilled(void) : “Sent when a bot related to this bot generator is killed”
]

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@PointClass base(Targetname) = bot_roster : “Entity specifies what courses TFBots can select”
[
team(choices) : “Team” : “auto” : “Team” =
[
“auto” : “Any”
“red” : “Red”
“blue” : “Blue”
]

permitClassChanges(decisions) : “Allow Class Changes” : 1 : “Allow TFBots to decide on a brand new class after they respawn.” =
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[
0 : “No”
1 : “Yes”
]

permitScout(decisions) : “Allow Scout” : 1 : “Allow TFBots to decide on Scouts as a category.” =
[
0 : “No”
1 : “Yes”
]
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permitSniper(decisions) : “Allow Sniper” : 1 : “Allow TFBots to decide on Snipers as a category.” =
[
0 : “No”
1 : “Yes”
]
permitSoldier(decisions) : “Allow Soldier” : 1 : “Allow TFBots to decide on Soldiers as a category.” =
[
0 : “No”
1 : “Yes”
]
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permitDemoman(decisions) : “Allow Demoman” : 1 : “Allow TFBots to decide on Demoman as a category.” =
[
0 : “No”
1 : “Yes”
]
permitMedic(decisions) : “Allow Medics” : 1 : “Allow TFBots to decide on Medics as a category.” =
[
0 : “No”
1 : “Yes”
]
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permitHeavy(decisions) : “Allow Heavy” : 1 : “Allow TFBots to decide on Heavy as a category.” =
[
0 : “No”
1 : “Yes”
]
permitPyro(decisions) : “Allow Pyro” : 1 : “Allow TFBots to decide on Pyro as a category.” =
[
0 : “No”
1 : “Yes”
]
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permitSpy(decisions) : “Allow Spy” : 1 : “Allow TFBots to decide on Spy as a category.” =
[
0 : “No”
1 : “Yes”
]
permitEngineer(decisions) : “Allow Engineer” : 1 : “Allow TFBots to decide on Engineer as a category.” =
[
0 : “No”
1 : “Yes”
]
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// Inputs
enter SetAllowScout(bool) : “Sets whether or not TFBots can select Scouts as a category. 0 = No, 1 = Yes”
enter SetAllowSniper(bool) : “Sets whether or not TFBots can select Snipers as a category. 0 = No, 1 = Yes”
enter SetAllowSoldier(bool) : “Sets whether or not TFBots can select Soldiers as a category. 0 = No, 1 = Yes”
enter SetAllowDemoman(bool) : “Sets whether or not TFBots can select Demoman as a category. 0 = No, 1 = Yes”
enter SetAllowMedic(bool) : “Sets whether or not TFBots can select Medics as a category. 0 = No, 1 = Yes”
enter SetAllowHeavy(bool) : “Sets whether or not TFBots can select Heavy as a category. 0 = No, 1 = Yes”
enter SetAllowPyro(bool) : “Sets whether or not TFBots can select Pyro as a category. 0 = No, 1 = Yes”
enter SetAllowSpy(bool) : “Sets whether or not TFBots can select Spy as a category. 0 = No, 1 = Yes”
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enter SetAllowEngineer(bool) : “Sets whether or not TFBots can select Engineer as a category. 0 = No, 1 = Yes”
]

@PointClass base(Targetname) sphere(desired_distance) = bot_action_point : “A possible vacation spot for a bot”
[
next_action_point(target_destination) : “Next Action Point” : : “The next Action Point to approach after performing this one.”
desired_distance(float) : “Desired Distance” : 5 : “The distance to get within when approaching this Action Point before the bot says it has reached it.”
stay_time(float) : “Stay Time” : 0 : “How long the bot should stay at this action point (while perform any commands if applicable).”
command(choices) : “Command” : “” : “Command to give to the bot when it gets within range of this Action Point.” =
[
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“taunt” : “Taunt”
“despawn” : “Leave the game”
“cloak” : “If Spy, Cloak”
“uncloak” : “If Spy, Uncloak”
“attack sentry at next action point” : “Attack sentry gun at next action point”
“disguise” : “If Spy, Disguise”
“build sentry at nearest sentry hint” : “If Engineer, build a sentry gun at the nearest sentry hint”
]

// Outputs
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output OnBotReached(void) : “A bot has reached this motion level”
]

@PointClass base(Targetname) = bot_proxy : “An entity that spawns a TFBot and relays occasions to/from it”
[
bot_name(string) : “Bot Name” : “TFBot” : “The bot’s player name”

team(choices) : “Team” : “auto” : “Team” =
[
“auto” : “Any”
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“red” : “Red”
“blue” : “Blue”
]

class(decisions) : “Class” : “auto” : “Class” =
[
“auto” : “Any”
“scout” : “Scout”
“sniper” : “Sniper”
“soldier” : “Soldier”
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“demoman” : “Demoman”
“medic” : “Medic”
“heavyweapons” : “Heavy”
“pyro” : “Pyro”
“spy” : “Spy”
“engineer” : “Engineer”
]

spawn_on_start(decisions) : “Spawn on begin” : 0 : “Spawn this bot when the spherical begins” =
[
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0 : “No”
1 : “Yes”
]

respawn_interval(float) : “Respawn delay” : 0 : “If nonzero, respawn this bot N seconds after it dies”

action_point(target_destination) : “Action Point” : : “Put the identify of a bot_action_point right here to inform the bot to maneuver to it when it spawns in.”

// Inputs
enter SetTeam(string) : “Change the bot’s crew (auto, purple, blue)”
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enter SetClass(string) : “Change the bot’s class (auto, soldier, pyro, and many others)”
enter SetMovementGoal(target_destination) : “Tell the bot to maneuver to the given objective”
enter Spawn(void) : “Spawn a TFBot at this place”
enter Delete(void) : “Delete the present TFBot”

// Outputs
output OnSpawned(void) : “Sent when the TFBot has spawned into the setting”
output OnInjured(void) : “Sent when the TFBot has been injured”
output OnKilled(void) : “Sent when the TFBot has been killed”
output OnAttackingEnemy(void) : “Sent when the TFBot has began attacking an enemy”
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output OnKilledEnemy(void) : “Sent when the TFBot has killed an enemy”
]

@PointClass base(Targetname) = tf_spawner : “An entity that spawns templatized entities.”
[
count(integer) : “Count” : 1 : “Total number of entities to spawn over the lifetime of this spawner.”
maxActive(integer) : “Max Active” : 1 : “Maximum number of simultaneous active entities created by this spawner.”
interval(float) : “Interval” : 0 : “Time (in seconds) between spawns”
template(target_destination) : “Template to spawn entities from”

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// Inputs
input Enable(void) : “Begin spawning entities”
input Disable(void) : “Stop spawning entities”
input Reset(void) : “Reset spawner to initial state”

// Outputs
output OnSpawned(void) : “Sent when an entity has spawned into the environment”
output OnExpended(void) : “Sent when the spawner has reached its allowed total of entities spawned”
output OnKilled(void) : “Sent when en entity spawned by this spawner has died/been destroyed”
]
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@PointClass base(Targetname, Angles, EnableDisable) = tf_template_stun_drone : “A template to spawn a Stun Drone”
[
]

@SolidClass base(Targetname) = func_nav_blocker : “A brush entity that may block nav areas touching its AABB.”
[
input BlockNav(string) : “Starts blocking nav areas.”
input UnblockNav(void) : “Stops blocking nav areas.”

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teamToBlock(choices) : “Team(s) to block” : -1 : “Block the nav for bots on this team” =
[
-1 : “Everyone”
2 : “Red”
3 : “Blue”
]

impactsFlow(decisions) : “Affects Flow?” : 0 : “Does this func_nav_blocker block move within the degree? Only func_nav_blockers with this enabled will trigger move recomputation on blocking/unblocking.” =
[
0 : “No”
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1 : “Yes”
]
]

@SolidClass base(Targetname) = func_nav_avoid : “Influence bots to keep away from this area by growing the pathfinding price inside it.”
[
tags(string) : “Tags” : “” : “A space delimited list of tags. A tag is a label with no spaces. If a TFBot has at least one matching tag, it will pay attention to this entity. Tags that are automatically set on TFBots include bomb_carrier, common, mission_sniper, mission_spy, mission_sentry_buster, or any class name.”

team(choices) : “Team” : -2 : “Which team will avoid this region” =
[
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-2 : “Everyone”
2 : “Red”
3 : “Blue”
]

start_disabled(decisions) : “Start Disabled” : 0 =
[
0 : “No”
1 : “Yes”
]
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// Inputs
enter Enable(void) : “Enable”
enter Disable(void) : “Disable”
]

@SolidClass base(Targetname) = func_nav_prefer : “Influence bots to want this area by reducing the pathfinding price inside it.”
[
tags(string) : “Tags” : “” : “A space delimited list of tags. A tag is a label with no spaces. If a TFBot has at least one matching tag, it will pay attention to this entity. Tags that are automatically set on TFBots include bomb_carrier, common, mission_sniper, mission_spy, mission_sentry_buster, or any class name.”

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team(choices) : “Team” : -2 : “Which team will prefer this region” =
[
-2 : “Everyone”
2 : “Red”
3 : “Blue”
]

start_disabled(decisions) : “Start Disabled” : 0 =
[
0 : “No”
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1 : “Yes”
]

// Inputs
enter Enable(void) : “Enable”
enter Disable(void) : “Disable”
]

@SolidClass base(Trigger, Targetname) = func_nav_prerequisite : “A set off quantity that requires bots to do carry out a activity earlier than they’ll transfer by it.”
[
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Task(choices) : “Task” : 1 : “What must be done to move through this volume” =
[
1 : “Destroy Entity (Value = max range to attack from. -1 for no range restriction)”
2 : “Move to Entity”
3 : “Wait (Value = seconds to wait)”
]

Entity(target_destination) : “Task Entity” : : “The topic entity of the Task”

Value(float) : “Task Value” : 0 : “A Task-specific worth”
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start_disabled(decisions) : “Start Disabled” : 0 =
[
0 : “No”
1 : “Yes”
]

// Inputs
enter Enable(void) : “Enable”
enter Disable(void) : “Disable”
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]

@SolidClass base(Targetname, Origin, EnableDisable) = func_tfbot_hint : “Define ‘trace’ areas for TFBot behaviors”
[
team(choices) : “Team” : -1 : “Which team will use this hint” =
[
-2 : “Everyone”
2 : “Red”
3 : “Blue”
]
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trace(decisions) : “Hint” : 0 : “What is the trace” =
[
0 : “Sniper Spot (aim at hint origin)”
1 : “Sentry Gun Spot (aim at hint origin)”
]
]

@SolidClass base(Trigger, Targetname) = trigger_stun :
“A set off quantity that stuns entities that contact it.”
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[
trigger_delay(float) : “Trigger Delay” : 0 : “Delay after an entity touches that we fire our first stun.”

stun_duration(float) : “Duration” : 0 : “Length of the stun effect.”

move_speed_reduction(float) : “Move Speed Reduction” : 0 : “0 to 1 – Amount to reduce the player’s move speed. 1 is 100% immobile.”

stun_type(choices) : “Stun Type” : 0 =
[
0 : “Movement”
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1 : “Controls + Movement”
2 : “Loser State + Controls + Movement”
]

stun_effects(decisions) : “Stun Effects” : 0 =
[
0 : “No”
1 : “Yes”
]

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// Outputs
output OnStunPlayer(void) : “Fired each time this set off stuns a participant.”
]

@PointClass base(Targetname) = entity_spawn_point : “A spawn location related to a spawn supervisor.”
[
spawn_manager_name(string) : “Spawn Manager Name” : “” : “Name of the spawn manager entity we are associated with.”
]

@PointClass base(Targetname) = entity_spawn_manager : “An entity that spawns stuff at spawn factors.”
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[
entity_name(string) : “Entity Name” : “” : “Name of the entity class we are supposed to spawn.”
entity_count(integer) : “Count” : 0 : “Max number of entities to have spawned at one time, if points are available.”
respawn_time(integer) : “Respawn Time” : 0 : “Time to wait before we spawn a new entity when one is destroyed.”
drop_to_ground(choices) : “Drop to Ground” : 0 =
[
0 : “No”
1 : “Yes”
]
random_rotation(decisions) : “Random Rotation” : 0 =
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[
0 : “No”
1 : “Yes”
]
]

@PointClass base(Item) studio(“fashions/props_halloween/pumpkin_explode.mdl”) = tf_pumpkin_bomb : “Pumpkin Bomb” []

@PointClass base(Targetname,Studiomodel,Origin,Angles) studioprop() = tf_generic_bomb : “Generic Bomb”
[
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// Params
damage(float) : “Explosion Damage” : 50 : “Amount of damage to do when exploding.”
radius(float) : “Explosion Radius” : 100 : “Explosion radius.”
health(integer) : “Health” : 1 : “Health of the bomb.”
explode_particle(string) : “Explosion Particle” : “” : “Name of the particle effect to play when exploding.”
sound(sound) : “Explosion Sound” : “” : “Name of the sound effect to play when exploding.”
friendlyfire(choices) : “Friendly Fire” : 0 =
[
0 : “Damage attacker and enemies”
1 : “Damage everyone”
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]

// Inputs
enter Detonate(void) : “Force detonation.”

// Outputs
output OnDetonate(void) : “Fired when this bomb detonates.”
]

@PointClass base(Targetname) studio(“fashions/extras/info_speech.mdl”) = training_annotation : “Training Annotation”
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[
display_text(string) : “Displayed Text” : “” : “The text to be displayed in the annotation popup.”
lifetime(float) : “Lifetime” : 0 : “How long you want the annotation popup to stick around. If set to 0, it will default to the value in code (1 sec). If it set to -1, it will last forever.”
offset(float) : “Vertical Offset” : 0 : “The vertical offset”

input Show(void) : “Show the annotation.”
input Hide(void) : “Hide the annotation.”
]

@PointClass base(prop_dynamic) studioprop() = training_prop_dynamic :
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“Same a prop_dynamic, however with extra flags for coaching.”
[
spawnflags(flags) =
[
512 : “Custom collision with grenades and sticky bombs” : 0
]
]

@SolidClass base(Trigger,Parentname,Targetname,Origin) = trigger_ignite_arrows : “Trigger that ignites arrows on bows held by Snipers who contact the set off whereas trying on the origin.”
[
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]

@PointClass base(Targetname,Parentname,Angles) studio(“fashions/editor/cone_helper.mdl”)= wheel_of_doom : “Wheel of Doom”
[
input Spin(void) : “Spin the wheel.”
input ClearAllEffects(void) : “Remove all active effects.”

output OnEffectApplied(void) : “Effect just applied.”
output OnEffectExpired(void) : “Effect just expired.”

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effect_duration(float) : “Effect Duration” : 30 : “How long effects should last before they are automatically removed.”
has_spiral(choices) : “Has Spiral” : 0 =
[
0 : “No”
1 : “Yes”
]

]

@PointClass base(Targetname) = point_populator_interface : “Entity interface to the populator.”
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[
input PauseBotSpawning(void) : “Pause the spawning of all bots.”
input UnpauseBotSpawning(void) : “Resume spawning of all bots.”
input ChangeBotAttributes(string) : “All bots with matching event name will apply the attribute changes.”
input ChangeDefaultEventAttributes(string) : “Change default event name to spawn bots. The default name is Default”
]

@PointClass base(Targetname,Parentname,Angles) studio(“fashions/editor/cone_helper.mdl”) = tf_point_weapon_mimic : “An entity that shoots like participant weapons.”
[
WeaponType(choices) : “Weapon Type” : 0 : “Which projectiles to fire.” =
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[
0 : “Rockets”
1 : “Grenades”
2 : “Arrows”
3 : “Stickies”
]

FireSound(string) : “Fire Sound” : “” : “The sound to be performed after we fired.”
ParticleEffect(string) : “Particle Effect” : “” : “The particle impact to be performed after we fired.”
ModelOverride(string) : “Model Override” : “” : “The mannequin to use onto projectiles we fireplace.”
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ModelScale(float) : “Model Scale” : “1” : “Scale for the projectile mannequin.”
SpeedMin(float) : “Minimum Speed” : “1000”: “Minimum velocity for every projectile.”
SpeedMax(float) : “Maximum Speed” : “1000”: “Maximum velocity for every projectile.”
Damage(float) : “Damage” : “75” : “Damage for the projectile.”
SplashRadius(float) : “Splash Radius” : “50” : “Splash radius for the projectile.”
SpreadAngle(float) : “Spread Angle” : “0” : “Random unfold for every projectile fired.”
Crits(decisions) : “Always Crits” : 0 : “All photographs are crits.” =
[
0 : “No”
1 : “Yes”
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]

enter FireOnce(void) : “Fire as soon as.”
enter FireMultiple(integer) : “Fire a number of projectiles without delay.”
enter DetonateStickies(void) : “Detonate stickies.”
]

@PointClass base(Targetname) = tf_point_nav_interface : “Entity interface to the TF nav mesh.”
[
input RecomputeBlockers(void) : “Recompute blocks in the nav mesh. Call this after blockers change state (ie. a door opens or closes).”
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]

@SolidClass base(Trigger) = trigger_timer_door :
“A set off that may open/shut the door base filtered objects.”
[
door_name(string) : “Door Name” : “” : “Name of the door entity the trigger is attaching to.”

area_cap_point(target_source) : “Control point” : “” : “Name of the control point this area is linked to.”

team_cancap_2(choices) : “Can RED Cap?” : 1 =
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[
1 : “Yes”
0 : “No”
]
team_cancap_3(decisions) : “Can BLUE Cap?” : 1 =
[
1 : “Yes”
0 : “No”
]

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team_startcap_2(integer) : “Number of RED gamers to start out capping” : 1
team_startcap_3(integer) : “Number of BLUE gamers to start out capping” : 1

team_numcap_2(integer) : “Number of RED gamers to cap” : 1
team_numcap_3(integer) : “Number of BLUE gamers to cap” : 1

team_spawn_2(integer) : “Red Spawn Adjust” : 0 : “Adjust the minimal respawn time for the purple crew by this quantity (in seconds) when purple captures this level. If the purple crew owns this level when blue captures it, this adjustment is reversed.”
team_spawn_3(integer) : “Blue Spawn Adjust” : 0 : “Adjust the minimal respawn time for the blue crew by this quantity (in seconds) when blue captures this level. If the blue crew owns this level when purple captures it, this adjustment is reversed.”

area_time_to_cap(integer) : “Time to cap (sec)” : 5
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// Outputs
output OnStartTeam1(void) : “Sent when RED begin seize.”
output OnBreakTeam1(void) : “Sent when a RED seize is damaged.”
output OnCapTeam1(void) : “Sent when RED finish seize.”

output OnStartTeam2(void) : “Sent when BLUE begin seize.”
output OnBreakTeam2(void) : “Sent when a BLUE seize is damaged.”
output OnCapTeam2(void) : “Sent when BLUE finish seize.”

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output OnStartCap(void) : “Sent when both crew begins seize.”
output OnBreakCap(void) : “Sent when both crew break seize.”
output OnEndCap(void) : “Sent when both crew finish seize.”

output OnNumCappersChanged(integer) : “Sent when the variety of cappers adjustments, passes the worth in int.”
output OnNumCappersChanged2(integer) : “Sent when the variety of cappers adjustments, passes the worth in int (-1 for seize blocked).”

// Inputs
enter SetTeamCanCap(string) : “Set whether or not a particular crew is allowed to seize this level. Format is: <(0/1)>. i.e. ‘2 0’ would forestall RED from capturing this level, whereas ‘3 1’ would permit BLUE to cap it.”

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enter SetControlPoint(string) : “Assign space seize to the handed management level.”
enter CaptureCurrentCP(string) : “If we’re being capped, forces the present level to seize.”
]

@SolidClass base(Trigger) = trigger_bot_tag :
“A set off that may open/shut the door base filtered objects.”
[
tags(string) : “Tags” : “” : “Add/Remove these tags.”
add(choices) : “Operation” : 1 : “Add/Remove tags operation.” =
[
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0 : “RemoveTag”
1 : “AddTag”
]
]

@FilterClass base(BaseFilter) = filter_tf_bot_has_tag : “A filter that filters based mostly on the touching bot having particular tags.”
[
tags(string) : “Tags” : “” : “Tags required to pass this filter”
require_all_tags(choices) : “Require all tags?” : 1 : “Does this filter require all specified tags?” =
[
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1 : “Yes”
0 : “No”
]
]

@SolidClass base(Trigger,Condition) = trigger_add_tf_player_condition :
“A set off that may add a situation to tf gamers.”
[
duration(float) : “Duration” : 0 : “The duration of the condition. NOTE: -1 duration means last until the player exits the trigger.”
]
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@SolidClass base(Trigger,Condition) = trigger_remove_tf_player_condition :
“A set off that may take away a situation (or all if set to INVALID) from tf gamers.”
[
]

@PointClass base(Targetname) = hightower_teleport_vortex : “Halloween Vortex”
[
target_base_name(string) : “Destination base name” : : “The base name of the destination. (ie. If using ‘hell_winner’ and ‘hell_loser’, then ‘hell’ is the base name.)”
lifetime(float) : “Lifetime” : 0 : “How long the portal should stay open”
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input SetAdvantageTeam(string) : “Set which team has the advantage.”
]

@PointClass base(Targetname) studio(“fashions/bots/skeleton_sniper/skeleton_sniper.mdl”) = tf_zombie_spawner : “Entity that spawns zombies.”
[
zombie_lifetime(float) : “Skeleton Life Time” : 0 : “Skeleton life time in seconds. 0 means skeletons will stay alive until they’re dead.”
max_zombies(integer) : “Skeleton Count” : 1 : “Number of skeletons this point can have active in the world.”
infinite_zombies(choices) : “Infinite Spawn” : 0 : “If Yes, keep spawning skeletons to have skeleton count in the world. If no, only spawn skeletons up to skeleton count.” =
[
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0 : “NO”
1 : “Yes”
]
zombie_type(decisions) : “Skeleton Type” : 0 : “Type of skeleton.” =
[
0 : “NORMAL”
1 : “SKELETON KING”
]

// Inputs
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enter Enable(void) : “Enable zombie spawn level.”
enter Disable(void) : “Disable zombie spawn level.”
enter SetMaxActiveZombies(integer) : “Max variety of zombies”
]

@PointClass base(Targetname,Parentname) iconsprite(“editor/bullseye.vmt”) = halloween_zapper :
“Halloween Hell Zapper”
[
touch_trigger(target_destination) : “Custom Touch Trigger”
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ParticleEffect(string) : “Particle Effect” : “” : “The particle effect to be played when we fired.”
ZapperType(choices) : “Zapper Type” : 0 : “Type of zapper.” =
[
0 : “Zap on touch”
1 : “Zap only on input”
]

enter ZapTouching(void) : “Zap all touching gamers.”
]

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@SolidClass base(Trigger, Targetname, EnableDisable, Toggle) = trigger_player_respawn_override : “Respawn Override”
[
RespawnTime(float) : “Respawn Time” : -1 : “The number of seconds before players that die inside the volume of this trigger can respawn. Setting -1 will allow the game to decide.”
RespawnName(string) : “Respawn Entity Name” : “” : “The name of the player team spawn(s) to use when a player dies in this volume.”

// Inputs
input SetRespawnTime(float) : “The number of seconds before players that die inside the volume of this trigger can respawn.”
input SetRespawnName(string) : “The name of the info_player_teamspawn to use when players die inside the volume of this trigger.”
input Enable(void) : “Enable”
input Disable(void) : “Disable”
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]

@PointClass base(Targetname, Studiomodel) = prop_soccer_ball : “Soccer Ball”
[
trigger_name(string) : “Trigger Name” : “” : “The name of the trigger(s) to try and touch”
]

@BaseClass = MiniGame
[
// Inputs
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input ReturnFromMinigame(void) : “Force players to return from the current minigame.”
input TeleportToMinigame(integer) : “Teleport to a specific minigame.”
input TeleportToRandomMinigame(void) : “Teleport to a random minigame”
input SetAdvantageTeam(string) : “Set which team has the advantage.”
]

@PointClass base(Targetname,MiniGame) = tf_logic_minigames : “Minigame mode logic.”
[
]

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@PointClass base(Targetname) = tf_base_minigame : “Base minigame”
[
RedSpawn(target_source) : “Red Spawn Name” : “” : “The name of the spawnpoints for RED for this minigame”
BlueSpawn(target_source) : “Blue Spawn Name” : “” : “The name of the spawnpoints for BLUE for this minigame”
InRandomPool(choices) : “Put in Random Pool” : 1 : “If Yes, allowed to be chosen when told to go to a random minigame” =
[
0 : “No”
1 : “Yes”
]
MaxScore(integer) : “Max Score” : 5 : “When a crew hits this rating, the OnHitMaxScore output will likely be fired”
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hud_res_file(string) : “HUD Res File” : “” : “Res file to make use of for this minigame”
your_team_score_sound(string) : “Your Team Score Sound” : “” : “Sound file to play when your crew scores some extent”
enemy_team_score_sound(string) : “Enemy Team Score Sound” : “” : “Sound file to play when the enemy crew scores some extent”
ScoreType(decisions) : “Scoring Type” : 0 : “What to make use of for scoring” =
[
0 : “Points”
1 : “Players alive”
]
SuddenDeathTime(float) : “Sudden Death Time” : -1 : “Time til sudden loss of life begins (-1 for sudden loss of life)”

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// Inputs
enter ScoreTeamRed(integer) : “Give factors to crew RED”
enter ScoreTeamBlue(integer) : “Give factors to crew BLUE”
enter ReturnFromMinigame(void) : “Force gamers to return from the present minigame.”
enter ChangeHudResFile(string) : “Change the HUD useful resource file.”

// Outputs
output OnReturnFromMinigame(void) : “Sent when gamers return from this minigame.”
output OnTeleportToMinigame(void) : “Sent when gamers arrive on this minigame.”
output OnRedHitMaxScore(void) : “Sent RED hits the max rating for this minigame.”
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output OnBlueHitMaxScore(void) : “Sent BLUE hits the max rating for this minigame.”
output OnAllRedLifeless(void) : “Sent when all the RED crew is useless.”
output OnAllBlueLifeless(void) : “Send when all the BLUE crew is useless.”
output OnSuddenDeathStart(void) : “Sent when sudden loss of life begins.”
]

@PointClass base(Targetname,tf_base_minigame) = tf_halloween_minigame : “Halloween 2014 Minigame”
[
MinigameType(choices) : “Minigame Type” : 1 : “Which minigame is this” =
[
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1 : “Halloween Collection”
2 : “Halloween Platforms”
3 : “Halloween Soccer”
]

enter KartWinAnimationRed(void) : “Play win animation for all gamers in kart on crew RED”
enter KartWinAnimationBlue(void) : “Play win animation for all gamers in kart on crew BLUE”
enter KartLoseAnimationRed(void) : “Play lose animation for all gamers in kart on crew RED”
enter KartLoseAnimationBlue(void) : “Play lose animation for all gamers in kart on crew BLUE”

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enter EnableSpawnBoss(string) : “Spawn Halloween boss HHH at specified goal entity”
enter DisableSpawnBoss(void) : “Stop spawning Halloween boss”
]

@PointClass base(Targetname,tf_halloween_minigame) = tf_halloween_minigame_falling_platforms : “Halloween 2014 Falling Platform Minigame”
[
input ChoosePlatform(void) : “Fire to get the next SAFE platform and the next platform that wont come back”

output OutputSafePlatform(void) : “Sends the index of the SAFE platform.”
output OutputRemovePlatform(void) : “Sends the index of the platform that shouldn’t come back.”
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]

@PointClass base(Targetname,Origin,Angles) studio(“fashions/bots/merasmus/merasmas_misfortune_teller.mdl”) = halloween_fortune_teller : “Halloween Fortune Teller set off”
[
red_teleport(string) : “Red Teleport Entity” : “” : “Where to teleport the red team”
blue_teleport(string) : “Blue Teleport Entity” : “” : “Where to teleport the blue team”

input EnableFortuneTelling( void) :”Enable fortune telling”
input DisableFortuneTelling( void) :”Disable fortune telling”
input StartFortuneTelling(void) : “Start fortune telling”
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input EndFortuneTelling(void) : “Stop the current fortune”

output OnFortuneWarning(void) : “Sent before a fortune will be told.”
output OnFortuneTold(void) : “Sent when a fortune is told.”
output OnFortuneCurse(void) : “Sent when a fortune curse all players”
output OnFortuneEnd(void) : “Sent when a fortune is ended.”
]

@PointClass base(Targetname,Origin,Angles) = tf_teleport_location : “Players teleport places which will likely be delete on spherical begin”
[
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]

@SolidClass base(Targetname, Origin, EnableDisable, TeamNum) = func_passtime_goal :
“Players or passtime balls that contact it will trigger a rating for whichever crew touches it. You can restrict which groups are allowed to the touch it.”
[
points(float) : “Points” : 1 : “How many points the team gets for scoring here.”
output OnScoreBlu(void) : “BLU scored. Useful for doing any effects specific to this goal.”
output OnScoreRed(void) : “RED scored. Useful for doing any effects specific to this goal.”

spawnflags(flags) =
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[
1: “Scoring here wins the game” : 0
2: “DO NOT let the ball score here” : 0
4: “Let ball-carrying players score here” : 0
]
]

@PointClass base(Targetname, EnableDisable, TeamNum) iconsprite(“editor/passtime_ball_spawner.vmt”) = info_passtime_ball_spawn : “Just marks a ball spawnpoint. Won’t be used if disabled.”
[
output OnSpawnBall(void) : “A ball just spawned here. Might be useful when using randomly selected spawn points.”
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]

@PointClass base(Targetname) iconsprite(“editor/passtime_master.vmt”) = passtime_logic : “Passtime Logic”
[
num_sections(integer) : “Number of sections” : 0 : “”
ball_spawn_countdown(integer) : “Ball spawn countdown duration in seconds” : 15 : “”
max_pass_range(float) : “Max Pass Range” : 0 : “0 means unlimited.”

input SpawnBall(void) : “With a countdown, pick a random enabled info_passtime_ball_spawn and spawn a ball there.”
input SetSection(string) : “Parameter must be three values – [section number] [name of first track_path] [name of last track_path]”
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enter TimeUp(void) : “Input this from a spherical timer or one thing to point the sport timer ended with no winner.”
enter SpeedIncreaseUsed(void) : “For stats monitoring.”
enter JumpPadUsed(void) : “For stats monitoring.”

output OnBallFree(void) : “The ball is free – somebody was holding it, and now they don’t seem to be.”
output OnBallGetBlu(void) : “The ball was free and somebody picked it up.”
output OnBallGetRed(void) : “The ball was free and somebody picked it up.”
output OnBallGetAny(void) : “The ball was free and somebody picked it up.”
output OnBallRemoved(void) : “The ball was eliminated by recreation guidelines and you need to respawn it. (e.g. fell out of the world (func_passtime_goal with -1 factors)).”
output OnScoreBlu(void) : “BLU scored.”
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output OnScoreRed(void) : “RED scored.”
output OnScoreAny(void) : “”
]

@SolidClass base(Targetname, EnableDisable, TeamNum) = func_passtime_goalie_zone : “”
[
]

@SolidClass base(Targetname) = func_passtime_no_ball_zone : “Cant use the ball right here.”
[
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]

@SolidClass base(Trigger) = trigger_passtime_ball : “Send enter/exit outputs when ball or participant with ball enter/exits”
[
output OnBallEnter(void) : “”
output OnBallExit(void) : “”
]

@SolidClass base(Trigger) = trigger_catapult : “Catapult the participant in a given diretion at a given velocity.”
[
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playerSpeed(float) : “Player Speed” : 450 : “Speed at which to launch the players (u/sec)”
physicsSpeed(float) : “Physics Object Speed” : 450 : “Speed at which to launch physics objects (u/sec)”
useThresholdCheck(integer) : “Use Threshold Check” : 0
entryAngleTolerance(float) : “Entry Angle Tolerance” : “0.0” : “Flung object’s velocity must be pointing this much at the target. Specify a value between [-1…1] 1 means precisely, 0 means inside 180 levels -1 means any angle is accepted. This is simply used if Use Threshold Check is about to sure.”
useExactVelocity(integer) : “Use Exact Velocity” : 0 : “Try to fling precisely on the velocity specified – this prevents the added upward velocity from a launch goal.”
actualVelocityAlternativeType(decisions) : “Exact Solution Method” : 0 :
“Using actual velocity generates two right options. Use this to drive which one you select.” =
[
0 : “Best”
1 : “Solution One”
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2 : “Solution Two”
]
decreaseThreshold(float) : “Lower Threshold” : “0.15” : “Flung object should be inside this proportion worth in an effort to activate fling. Specify a worth between [0…1] (default is .15) This is simply used if Use Threshold Check is about to sure.”
higherThreshold(float) : “Upper Threshold” : “0.30” : “Flung object should be inside this proportion worth in an effort to activate fling. Specify a worth between [0…1] (default is .30) This is simply used if Use Threshold Check is about to sure.”
launchDirection(angle) : “Launch route” : “0 0 0” : “Direction to launch the participant in.”
launchTarget(target_destination) : “Launch goal” : “” : “Entity to attempt to ‘hit’ after we’re launched.”
solelyVelocityCheck(integer) : “Only verify velocity” : 0 : “Only verify velocity of the touching object – do not really catapult it. Use together with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled.”
applyAngularImpulse(integer) : “Apply angular impulse” : 1 : “If a random angular impulse ought to be utilized to physics objects being catapulted.”
AirCtrlSupressionTime(float) : “Air Control SupressionTime” : “-1.0” : “[Launch by target only!]If larger than zero, supress participant aircontrol for this quantity (in seconds). If lower than zero use the default (quarter second).”

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output OnCatapulted(void) : “The object has been launched.”
]

@SolidClass base(Trigger) = trigger_ignite : “Ignite the participant and burn the participant over time.”
[
burn_duration(float) : “Burn duration” : 5 : “Duration of the after burn effect on the player after leaving the trigger.”
damage_percent_per_second(float) : “Damage(%) per second” : 10 : “Damage per second while inside the trigger.”
ignite_particle_name(string) : “Ignite particle name” : “” : “Name of the particle that plays when player first touch the trigger.”
ignite_sound_name(string) : “Ignite sound name” : “” : “Name of the sound script that plays when player first touch the trigger.”
]
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@PointClass base(Targetname,Origin,Angles) = tf_halloween_gift_spawn_location : “Halloween Gift Spawn Locations – Location saved by GameGuidelines. Deleted after map load”
[
]

@PointClass base(Targetname) iconsprite(“editor/logic_auto.vmt”) = tf_logic_on_holiday :
“This entity permits you execute map actions on holidays. Will ship all related outputs each time the Fire enter known as.”
[
input Fire(void) : “Cause one or more appropriate outputs to fire.”
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output IsNothing(void) : “”
output IsTFBirthday(void) : “”
output IsHalloween(void) : “”
output IsSmissmas(void) : “”
output IsValentines(void) : “”
output IsFullMoon(void) : “”
output IsAprilFools(void) : “”
]
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