TriggerTarget(target_destination) : "TriggerTarget" Killtarget(target_destination) : = AnglesĪngles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 base(Target, Targetname, RenderFields, Angles) color(0 200 200) = Monster Netname(target_destination) : "Ent-Specific = ClasstypeĬlasstype(string) : "Class type base(Target) = Targetxĭelay(string) : "Delay before trigger" : "0.0" Target(target_destination) : = Targetname
Lightmultiplier(integer) : "Light = Master Rendermode(choices) : "Render Mode" : 0 = Light_origin(string) : "Light Origin (Zhlt = RenderFxChoicesġ6 : "Hologram (Distort + base(RenderFxChoices) = RenderFields Zhlt_customshadow(integer) : "Shadow Transparency" : 0 Zhlt_lightflags(choices) :"Light Flags (Zhlt 2.2+)" : 0 = Globalname(string) : "Global Entity studio() = ModelFile LightningEnd(target_destination) : "Ending = Global LightningStart(target_destination) : "Start Entity" Skin(integer) : "Skin (if not = BeamStartEnd Origin(string) : "Origin (XYZ) (if not brush)" MaxWindY(integer) : "Maximum Y axis studio() = FuncAddition MaxWindX(integer) : "Maximum x axis wind" MaxTime(integer) : "Maximum wind time delay" MinWindY(integer) : "Maximum Y axis wind" MinWindX(integer) : "Maximum x axis wind" MinTime(integer) : "Minimum wind time delay"
Newunit(choices) : "New Level Unit" : 0 = Startdark(choices) : "Level Fade In" : 0 = Mapversion(integer) : "Map Version" : 220 Radfile(string) : "Radfile (unused/unneeded?)" Lightmultiplier(integer) : "Light multiplier" MaxRange(integer) : "Max viewable distance" : 8192Ĭhaptertitle(string) : "Chapter Title Message" WaveHeight(integer) : "Default Wave Height" Skyname(string) : "environment map (cl_skyname)" Message(string) : "Map Description / Title" Next time you save, the origin will be = worldspawn : "World entity" You will not be able to see the entity next time you entity to this one as they don't get saved by default. Make sure you add the "origin" of your point Treat "body" and "skin" how you would with a normal studiomodel entity. Add the corresponding model to the model key field. Change the name of the entity to the func_* one you would like. Make a point entity where you would like. Converting brush entities into point entities: Grab a copy thereof for Editor sprites (Valve Hammer Editor/sprites/CS/*). Based on Tommy's version of CS Expert fgd 7.9.3c - cs_expert-tom793
Counter-Strike Condition Zero Deleted Scenes (open OUTFILE, ">", $destination) or die "Error opening \"$destination\" for output" My $entGrowth = $entLength - $origEntLength Though this script is not tested beyond looking at the final BSP's binary data, it is believed to be correct. If no destination argument is given, the script will rewrite the source BSP file. It is meant to be executed with the source argument being your compiled BSP file, and only the output of this script should be tested in-game.
A solution in way of a Perl script is provided in the following section. Therefore, entities matching monster_ct_* and monster_terrorist_* have been replaced with cz_ct_* and cz_t_*, and an extra build step is necessary to rename cz_ct_* and cz_t_* to their correct names. Hammer 3.5 only supports entity classnames with up to 32 characters.