Half Life 2: Garry's Mod 9.0.4

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Garry's Mod is a Half-Life 2 Modification

In Garry's Mod, the simple answer to this question is: Anything! Create a comic strip, make a crazy contraption, set up a huge monster fight, build a fort online with your friends, the possibilities are endless. The creativity of GM users never runs out and new innovations are seen almost daily. Here's a quick rundown of just how much freedom you have in Garry's Mod:

*Create any object or character ragdoll that exists in Half-Life 2 or Counter-Strike Source, then arrange or pose them as you please with a super-powerful "physics gun".
*Change the facial expression and eye position on a ragdoll to anything you please.
*Easily attach objects to each other in numerous ways, from a simple weld or rope to springy elastics, ball-and-socket joints, and pulley systems.
*Make any kind of contraption you want with keypad-controlled thrusters, rolling wheels of various sizes and types, and balloons to lift things up or weigh them down.
*Change the color and transparency of any object, or apply a Material to make something look like flowing water, stained glass, swirling energy fields, and a whole lot more.
*Unlimited levels of Undo! No worries if you've made a mistake; take back ballsockets, wheels, and everything in between with a single keypress.
*Create fully functional NPCs from Half-Life 2 and arm them with a variety of weapons to make your own massive Combine vs. Rebels vs. Antlions battle (or whatever else you want).
*Use the built-in Camera tool to take pictures of your work without the HUD, even adding a Depth-of-Field effect to blur the background or using the Bloom and Colour Mod effects to add vibrancy or drama.
*To add visual interest, paint an object with decals like bullet holes and blood spatters, or set anything on fire for the pyromaniac in all of us.
*All of this works online, too! Create or join a server for co-op construction or just a crazy game with your friends. You can even play through the chapters of Half-Life 2 online, with a few other players at your side and enemy health modifiers for increased challenge.
*There's even stuff for map-builders: Set up a complicated scene in Garry's Mod, then use the "Export to Hammer" feature and all of your objects will be handily relocated to the Hammer editor.
*Once you have had fun with the things you already have you can create mods for Garry's mod and add custom models in!
*Create your own weapon!
*Create your own Game-mode!

Text file description: 

// This is the Lua configuration file. "Lua Config" { "Settings" { "AllowLuaCommand" "1" // set to 0 to disable "lua" console command "AllowLua_OpenScriptCommand" "1" // set to 0 to disable "lua_openscript" command } // Adding a command here stops GMod registering that Lua command // which means it's completely disabled on your server. "Disable" { // see lua.txt.secure for examples } } // This is the super secure Lua configuration file. "Lua Config" { "Settings" { "AllowLuaCommand" "0" "AllowLua_OpenScriptCommand" "0" } "Disable" { "_file.Delete" "1" "_file.Read" "1" "_file.Write" "1" "_file.CreateDir" "1" "_file.Find" "1" "_file.Rename" "1" "_file.IsDir" "1" "_file.Exists" "1" } }"Server Config" { "hostname" "GMod 9.0.4" "maxplayers" "32" "gm_sv_clientlimit_ragdolls" "3" "gm_sv_clientlimit_thrusters" "10" "gm_sv_clientlimit_props" "30" "gm_sv_clientlimit_balloons" "10" "gm_sv_clientlimit_effects" "10" "gm_sv_clientlimit_sprites" "1" "gm_sv_clientlimit_emitters" "1" "gm_sv_clientlimit_wheels" "1" "gm_sv_clientlimit_npcs" "1" "gm_sv_clientlimit_vehicles" "1" "gm_sv_allweapons" "1" "gm_sv_allowignite" "0" "gm_sv_noclip" "0" "gm_sv_playerdamage" "1" "gm_sv_pvpdamage" "1" "gm_sv_teamdamage" "1" "gm_sv_allownpc" "1" "gm_sv_allowspawning" "1" "gm_sv_allowmultigun" "1" "gm_sv_allowphysgun" "1" } // A list of things that are allowed on your server // these rules aren't applied in single player "Server Allows" { // which npc's are people allowed to spawn "npc" { "npc_combine" "1" "npc_combine_p" "1" "npc_combine_e" "1" "npc_metropolice" "1" "npc_monk" "1" "npc_alyx" "1" "npc_barney" "1" "npc_citizen" "1" "npc_citizen_refugee" "1" "npc_citizen_rebel" "1" "npc_vortigaunt" "1" "npc_dog_play" "1" "npc_antlion" "1" "npc_antlionguard" "1" "npc_poisonzombie" "1" "npc_fastzombie" "1" "npc_zombie" "1" "npc_zombie_torso" "1" "npc_headcrab" "1" "npc_headcrab_black" "1" "npc_headcrab_fast" "1" "npc_headcrab_poison" "1" "npc_manhack" "1" "npc_cscanner" "1" "npc_sscanner" "1" "npc_turret_floor" "1" "npc_crow" "1" "npc_pigeon" "1" "npc_seagull" "1" "npc_rollermine" "1" } // what weapons people are allowed to give to the npcs "npcweapons" { "weapon_crowbar" "1" "weapon_stunstick" "1" "weapon_pistol" "1" "weapon_smg1" "1" "weapon_ar2" "1" "weapon_shotgun" "1" "weapon_annabelle" "1" "weapon_alyxgun" "1" "weapon_citizenpackage" "1" "weapon_citizensuitcase" "1" } // what player models people are allowed to be "playermodels" { "models/player/alyx.mdl" "1" "models/player/barney.mdl" "1" "models/player/breen.mdl" "1" "models/player/combine_soldier.mdl" "1" "models/player/combine_soldier_prisonguard.mdl" "1" "models/player/combine_super_soldier.mdl" "1" "models/player/eli.mdl" "1" "models/player/gman_high.mdl" "1" "models/player/Kleiner.mdl" "1" "models/player/monk.mdl" "1" "models/player/mossman.mdl" "1" "models/player/odessa.mdl" "1" "models/player/police.mdl" "1" "models/player/stripped.mdl" "1" "models/player/female_04.mdl" "1" "models/player/male_02.mdl" "1" "models/player/male_03.mdl" "1" "models/player/male_08.mdl" "1" "models/player/female_06.mdl" "1" "models/player/female_07.mdl" "1" "models/player/classic.mdl" "1" "models/player/gordon_classic.mdl" "1" "models/player/charple01.mdl" "1" "models/player/corpse1.mdl" "1" "models/player/stalker.mdl" "1" } "setmodeltranslate" { "alyx" "models/player/alyx.mdl" "barney" "models/player/barney.mdl" "breen" "models/player/breen.mdl" "combine" "models/player/combine_soldier.mdl" "prison" "models/player/combine_soldier_prisonguard.mdl" "super" "models/player/combine_super_soldier.mdl" "eli" "models/player/eli.mdl" "gman" "models/player/gman_high.mdl" "kleiner" "models/player/Kleiner.mdl" "scientist" "models/player/Kleiner.mdl" "monk" "models/player/monk.mdl" "mossman" "models/player/mossman.mdl" "gina" "models/player/mossman.mdl" "odessa" "models/player/odessa.mdl" "police" "models/player/police.mdl" "stripped" "models/player/stripped.mdl" "female1" "models/player/female_04.mdl" "female2" "models/player/female_06.mdl" "female3" "models/player/female_07.mdl" "male1" "models/player/male_02.mdl" "male2" "models/player/male_03.mdl" "male3" "models/player/male_08.mdl" "zombie" "models/player/classic.mdl" "gordon" "models/player/gordon_classic.mdl" "burnt" "models/player/charple01.mdl" "corpse" "models/player/corpse1.mdl" "stalker" "models/player/stalker.mdl" } }"GameInfo" { game "Garry's Mod 9" title "Garry's Mod" title2 "Nine" "developer" "TEAM GARRY" "developer_url" "****://gmod.garry.tv/" "icon" "v" "manual" "****://gmwiki.garry.tv" hidden_maps { "test_speakers" 1 "test_hardware" 1 } FileSystem { SteamAppId 220 // This will mount all the GCFs we need (240=CS:S, 220=HL2). ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game hl2 } } }gm_birdpoo by Andy Vincent General Controls ---------------- F1 - Help F2 - Change Team F3 - Menu Bird Contols ------------ LMB - Poo RMB - Overhead View (can aid aiming) Shift - Fly/Walk Fast Duck - Walk Console Commands ---------------- menu - show a general menu with change team / change bird type options changeteam - show the change team menu changebirdtype - show the change bird type menu draw_poop_line_on - draw **** lines draw_poop_line_off - stop drawing **** lines Changelog --------- V2 - Changes to code: Added **** Decals to world Added **** Decals to HUD if you get pooped on Added Overhead view mode Changed RMB from fly fast to overhead view mode Changed shift to fly fast Added Walk mode Added Animations Beam drawn when birds poo is optional Bug fix where birds crapping on other birds wouldn't be detected V1 - Initial Release Build Gamemode v1.2 - Created by g33k The point of this game is to make it to the top of the cliff the fastest. There are 3 levels to get to. You need to use teamwork to make it. The prop maker (slot 2, first weapon) is used to create crates and barrels. Primay fire for crates, secondary for barrels. You can use the gravity gun to place the items. After they have the item positioned someone will have to freeze the item with the physgun. Use the secondary fire to freeze it. The physgun's beam has been disabled due to the ability to cheat with it. If you are hosting a listening server you can issue some admin commands. If you are hosting a dedicated server you will have to add in your steamid into the adminlist.lua file. If you extracted it correctly it should be in the dir C:\Program Files\Valve\Steam\SteamApps\SourceMods\gmod\lua\gamemodes\build You can also add the steamids of your friends that you trust to use the commands. Press F3 for the admin panel Admin commands bg_removeallprops -- Removes all the props that have been spawned bg_restartround -- Restarts the round bg_physgunpickup <0/1> -- You can set this to 0 or 1. This will allow the phsygun to pick up objects -- if you set it to 1. Be careful though. Anyone can easily cheat by propelling -- theirself up with the phsygun bg_gravgunfreeze <0/1> -- You can set this to 0 or 1. Setting it to 1 allows the gravity gun to freeze -- objects after you let go of the object. This can also be used to cheat by -- taking about 3 boxes and stacking them in the air over and over. bg_timelimit -- Set's the round time limit in minutes. Example: bg_timelimit 30 -- You'll have to restart the round for it to take effect bg_scorelimit -- Set's the score limit for the game. v1.1 [FIX] Code has been immensely cleaned up and reorganised [FIX] Team names now display properly, as was always intended [FIX] Made it slightly more difficult for Hiders to gain points [FIX] Seekers now gain 8 points per 'catch' [FIX] The Catcher weapon now fires at a slower rate [FIX] The gm_hideandseek map has been renamed to gm_hideandseek_outland [ADD] Brand new gm_hideandseek_yard map by TrickyClock included [ADD] Added a brief help screen for when F1 is pressed [ADD] Created a new team select menu [ADD] Seekers now have a gravcannon at their disposal [ADD] Seekers now have the new SuperCatcher 6000 (gives 2 extra points if used for a catch) [ADD] Hiders now win the round if they accumulate 75 points [ADD] Hiders now get a melon gun containing 2 melons [ADD] Hiders now get a baby gun containing 2 babies v1.0 Initial release-- Zombie Infestation -- Created by g33k (mattmullins@gmail.com) -- Version 1.1 -- -- Try to be the last to survive. If a zombie kills you then you respawn as a zombie. -- The zombies health is dynamic. If you start out as a zombie you will have alot more -- health to compinsate for the lack of teamates. The more humans that turn into zombies -- the less health zombies get. ------------------------------------------------------------------------------------------ -- -- You can change some settings in the init.lua file. -- The map isn't too great and this is my first gamemode for Lua -- so if you find any bugs just email me (mattmullins@gmail.com) -- -- If you want to make changes to the script it's fine by me. -- -- -- Installation -- -- Extract the zip file to SourceMods\gmold_gold\ directory -- The SourceMods folder can usually be found in -- C:\Program Files\Valve\Steam\SteamApps\SourceMods\Any scripts dropped into this folder get run every time the global Lua instance is created. The order that the scripts are called in isn't guaranteed but init.lua is always called first everything else.If you're thinking of making a new weapon try to avoid duplicate names. For example, make a new uniquely named folder and put your weapon scripts in there.This folder is for "death icons". These are the icons that appear between the 2 names on the top right of the GUI when someone gets killed. Icons should be 64x64."ModInfo" { "name" "Counter-Strike Content" "version" "1.0" "author_name" "Valve" "icon" "gmod/mod_icon_css" "requires" { "gfc" "240" "searchpath" "cstrike" } }"Counter-Strike" { "de_dust" { "map" "de_dust" "material" "vgui/chapters/de_dust" "credits" "Valve" } "cs_office" { "map" "cs_office" "material" "vgui/chapters/cs_office" "credits" "Turtle Rock" } "cs_havana" { "map" "cs_havana" "material" "vgui/chapters/cs_havana" "credits" "Valve" } "cs_italy" { "map" "cs_italy" "material" "vgui/chapters/cs_italy" "credits" "Valve" } "de_aztec" { "map" "de_aztec" "material" "vgui/chapters/de_aztec" "credits" "Valve (narby!!)" } "de_cbble" { "map" "de_cbble" "material" "vgui/chapters/de_cbble" "credits" "Valve" } "de_chateau" { "map" "de_chateau" "material" "vgui/chapters/de_chateau" "credits" "Valve" } "de_piranesi" { "map" "de_piranesi" "material" "vgui/chapters/de_piranesi" "credits" "Valve" } "de_prodigy" { "map" "de_prodigy" "material" "vgui/chapters/de_prodigy" "credits" "Turtle Rock" } "de_tides" { "map" "de_tides" "material" "vgui/chapters/de_tides" "credits" "Turtle Rock" } "de_train" { "map" "de_train" "material" "vgui/chapters/de_train" "credits" "Turtle Rock" } "de_inferno" { "map" "de_inferno" "material" "vgui/chapters/de_inferno" "credits" "Turtle Rock (Narby!!)" } "de_port" { "map" "de_port" "material" "vgui/chapters/de_port" "credits" "Valve" } "cs_assault" { "map" "cs_assault" "material" "vgui/chapters/cs_assault" "credits" "Valve" } }"Counter-Strike" { "~Ragdolls" "" "#Terrorist" "models/player/terror.mdl" "#Counter" "models/player/urban.mdl" "#Hostage 1" "models/characters/hostage_01.mdl" "#Hostage 2" "models/characters/hostage_02.mdl" "#Hostage 3" "models/characters/hostage_03.mdl" "#Hostage 4" "models/characters/hostage_04.mdl" "~Weapons" "" "C4 Big" "models/weapons/w_c4_planted.mdl" "C4 Small" "models/weapons/w_c4.mdl" "Defuser" "models/weapons/w_defuser.mdl" "Flashbang" "models/weapons/w_eq_flashbang.mdl" "Frag Grenade" "models/weapons/w_eq_fraggrenade.mdl" "Smoke Grenade" "models/weapons/w_eq_smokegrenade.mdl" "Knife" "models/weapons/w_knife_t.mdl" "Para" "models/weapons/w_mach_m249para.mdl" "Deagle" "models/weapons/w_pist_deagle.mdl" "Dual Berettas" "models/weapons/w_pist_elite.mdl" "Five Seven" "models/weapons/w_pist_fiveseven.mdl" "Glock" "models/weapons/w_pist_glock18.mdl" "p228" "models/weapons/w_pist_p228.mdl" "USP" "models/weapons/w_pist_usp.mdl" "AK47" "models/weapons/w_rif_ak47.mdl" "Steyr AUG" "models/weapons/w_rif_aug.mdl" "Famas" "models/weapons/w_rif_famas.mdl" "Galil" "models/weapons/w_rif_galil.mdl" "M4A1" "models/weapons/w_rif_m4a1.mdl" "Sig" "models/weapons/w_rif_sg552.mdl" "Shotgun" "models/weapons/w_shot_m3super90.mdl" "Pump Shotgun" "models/weapons/w_shot_xm1014.mdl" "Mac10" "models/weapons/w_smg_mac10.mdl" "MP5" "models/weapons/w_smg_mp5.mdl" "TMP" "models/weapons/w_smg_tmp.mdl" "P90" "models/weapons/w_smg_p90.mdl" "UMP45" "models/weapons/w_smg_ump45.mdl" "AWP WTF" "models/weapons/w_snip_awp.mdl" "G3SG1" "models/weapons/w_snip_g3sg1.mdl" "Scout :)" "models/weapons/w_snip_scout.mdl" "SG550" "models/weapons/w_snip_sg550.mdl" "~Office" "" "Address" "models/props/cs_office/address.mdl" "Awning_Long" "models/props/cs_office/Awning_long.mdl" "Awning_Short" "models/props/cs_office/Awning_short.mdl" "Bookshelf 1" "models/props/cs_office/Bookshelf1.mdl" "Bookshelf 2" "models/props/cs_office/Bookshelf2.mdl" "Bookshelf 3" "models/props/cs_office/Bookshelf3.mdl" "Office Chair" "models/props/cs_office/Chair_office.mdl" "Mug1" "models/props/cs_office/coffee_mug2.mdl" "Mug2" "models/props/cs_office/coffee_mug3.mdl" "Mug3" "models/props/cs_office/coffee_mug.mdl" "Box 1" "models/props/cs_office/Cardboard_box01.mdl" "Box 2" "models/props/cs_office/Cardboard_box02.mdl" "Box 3" "models/props/cs_office/Cardboard_box03.mdl" "Comp Case" "models/props/cs_office/computer_caseB.mdl" "Comp Keyboard" "models/props/cs_office/computer_keyboard.mdl" "Comp monitor" "models/props/cs_office/computer_monitor.mdl" "Comp mouse" "models/props/cs_office/computer_mouse.mdl" "Exit_ceiling" "models/props/cs_office/Exit_ceiling.mdl" "Exit_wall" "models/props/cs_office/Exit_wall.mdl" "File Box" "models/props/cs_office/file_box.mdl" "Fire" "models/props/cs_office/Fire_Extinguisher.mdl" "File Cab 1" "models/props/cs_office/file_cabinet1.mdl" "File Cab Group" "models/props/cs_office/file_cabinet1_group.mdl" "File Cab 2" "models/props/cs_office/file_cabinet2.mdl" "File Cab 3" "models/props/cs_office/file_cabinet3.mdl" "Microwave" "models/props/cs_office/microwave.mdl" "Paper Towels" "models/props/cs_office/Paper_towels.mdl" "Phone" "models/props/cs_office/phone.mdl" "Plant" "models/props/cs_office/plant01.mdl" "Projector" "models/props/cs_office/projector.mdl" "Radio" "models/props/cs_office/radio.mdl" "Cap" "models/props/cs_office/Snowman_hat.mdl" "Snowman Body" "models/props/cs_office/Snowman_body.mdl" "Snowman Eye" "models/props/cs_office/Snowman_eye1.mdl" "Snowman Arm" "models/props/cs_office/Snowman_arm.mdl" "Snowman face" "models/props/cs_office/Snowman_face.mdl" "Snowman nose" "models/props/cs_office/Snowman_nose.mdl" "Sofa" "models/props/cs_office/sofa.mdl" "Coffee Table" "models/props/cs_office/Table_coffee.mdl" "Trash Can" "models/props/cs_office/trash_can.mdl" "Plasma TV" "models/props/cs_office/TV_plasma.mdl" "Meeting Table" "models/props/cs_office/Table_meeting.mdl" "Inspiration 1" "models/props/cs_office/offinspa.mdl" "Inspiration 2" "models/props/cs_office/offinspb.mdl" "Inspiration 3" "models/props/cs_office/offinspc.mdl" "Inspiration 4" "models/props/cs_office/offinspd.mdl" "Inspiration 5" "models/props/cs_office/offinspf.mdl" "Inspiration 6" "models/props/cs_office/offinspg.mdl" "Painting A" "models/props/cs_office/offpaintinga.mdl" "Painting B" "models/props/cs_office/offpaintingb.mdl" "Painting C" "models/props/cs_office/offpaintingc.mdl" "Painting D" "models/props/cs_office/offpaintingd.mdl" "Painting E" "models/props/cs_office/offpaintinge.mdl" "Painting F" "models/props/cs_office/offpaintingf.mdl" "Painting G" "models/props/cs_office/offpaintingg.mdl" "Painting H" "models/props/cs_office/offpaintingh.mdl" "Painting I" "models/props/cs_office/offpaintingi.mdl" "Painting J" "models/props/cs_office/offpaintingj.mdl" "Painting K" "models/props/cs_office/offpaintingk.mdl" "Painting L" "models/props/cs_office/offpaintingl.mdl" "Painting M" "models/props/cs_office/offpaintingm.mdl" "Painting N" "models/props/cs_office/offpaintingn.mdl" "Painting O" "models/props/cs_office/offpaintingo.mdl" "~Dust" "" "Crate 1" "models/props/de_dust/du_crate_128x128.mdl" "Crate 2" "models/props/de_dust/du_crate_64x64.mdl" "Crate 3" "models/props/de_dust/du_crate_64x64_stone.mdl" "Crate 4" "models/props/de_dust/du_crate_96x96.mdl" "Grain Basket" "models/props/de_dust/grainbasket01a.mdl" "!Palm Head" "models/props/de_dust/palm_tree_head_skybox.mdl" // is it a tree trunk - or is it Eli's massive ****! "Palm Trunk" "models/props/de_dust/palm_tree_trunk.mdl" "Stoneblock" "models/props/de_dust/stoneblock01a.mdl" "Stoneblocks" "models/props/de_dust/stoneblocks48.mdl" "Wagon" "models/props/de_inferno/wagon.mdl" // Thanks to JoshuaC "~Inferno" "" "Tree Small" "models/props/de_inferno/tree_small.mdl" "Wagon" "models/props/de_inferno/wagon.mdl" "Fountain Bowl" "models/props/de_inferno/fountain_bowl.mdl" "Pillar" "models/props/de_inferno/pillarc.mdl" "Hay Bail" "models/props/de_inferno/hay_bails.mdl" "Hay Bail Stack" "models/props/de_inferno/hay_bail_stack.mdl" "Wood Fence" "models/props/de_inferno/wood_fence.mdl" "Spire" "models/props/de_inferno/spireb.mdl" "Tree Large" "models/props/de_inferno/tree_large.mdl" "!Cactus and rocks" "models/props/de_inferno/planterplantsvertex.mdl" "Flower Barrel" "models/props/de_inferno/flower_barrel.mdl" "Clay Pot" "models/props/de_inferno/claypot02.mdl" "Potted Plant 1" "models/props/de_inferno/potted_plant1.mdl" "Potted Plant 2" "models/props/de_inferno/potted_plant2.mdl" "Potted Plant 3" "models/props/de_inferno/potted_plant3.mdl" "Clay Pot 2" "models/props/de_inferno/claypot03.mdl" "Coffee Table" "models/props/de_inferno/tablecoffee.mdl" "Antique Chair" "models/props/de_inferno/chairantique.mdl" "!Small Green Bush" "models/props/de_inferno/bushgreensmall.mdl" "Cart Wheel" "models/props/de_inferno/cart_wheel.mdl" "Wood Bench" "models/props/de_inferno/bench_wood.mdl" "Fountain" "models/props/de_inferno/fountain.mdl" "Conctete bench" "models/props/de_inferno/bench_concrete.mdl" "Clay Pot 3" "models/props/de_inferno/claypot01.mdl" "Wall Lamp" "models/props/de_inferno/wall_lamp2.mdl" "Window" "models/props/de_inferno/windowbreakable.mdl" "TV" "models/props/de_inferno/tv_monitor01.mdl" "!Cactus" "models/props/de_inferno/cactus.mdl" "Well" "models/props/de_inferno/de_inferno_well.mdl" "Brick Pillar" "models/props/de_inferno/brickpillara.mdl" "Bell Small" "models/props/de_inferno/bell_small.mdl" "Bell Large" "models/props/de_inferno/bell_large.mdl" "Confessional" "models/props/de_inferno/confessional.mdl" "Street Light" "models/props/de_inferno/light_streetlight.mdl" "Big Pot" "models/props/de_inferno/pot_big.mdl" "!Big Green Bush" "models/props/de_inferno/bushgreenbig.mdl" "Wire Spool" "models/props/de_prodigy/spoolwire.mdl" "Spool" "models/props/de_prodigy/spool.mdl" "Concrete Bags" "models/props/de_prodigy/concretebags3.mdl" "Concrete Bags Stack" "models/props/de_prodigy/concretebags.mdl" "Spiked Railing" "models/props/de_inferno/railingspiked.mdl" "Spiked Railing 2" "models/props/de_inferno/railingspikedgate.mdl" "Railing" "models/props/de_inferno/railing03.mdl" "Railing 2" "models/props/de_inferno/railing01.mdl" "Wine Barrel" "models/props/de_inferno/wine_barrel.mdl" "Cannon Base" "models/props/de_inferno/cannon_base.mdl" "Cannon Gun" "models/props/de_inferno/cannon_gun.mdl" "Monument" "models/props/de_inferno/monument.mdl" "Boulder 1" "models/props/de_inferno/de_inferno_boulder_01.mdl" "Boulder 2" "models/props/de_inferno/de_inferno_boulder_02.mdl" "Boulder 3" "models/props/de_inferno/de_inferno_boulder_03.mdl" "Gold Fish" "models/props/de_inferno/GoldFish.mdl" "LargeBush 1" "models/props/de_inferno/LargeBush01.mdl" "LargeBush 2" "models/props/de_inferno/LargeBush02.mdl" "LargeBush 3" "models/props/de_inferno/LargeBush03.mdl" "LargeBush 4" "models/props/de_inferno/LargeBush04.mdl" "LargeBush 5" "models/props/de_inferno/LargeBush05.mdl" "LargeBush 6" "models/props/de_inferno/LargeBush06.mdl" "Railing 1" "models/props/de_inferno/Railing01.mdl" "Railing 2" "models/props/de_inferno/Railing02.mdl" "Railing 3" "models/props/de_inferno/Railing03.mdl" "Railing 4" "models/props/de_inferno/Railing04.mdl" "Laundry Line 1" "models/props/de_inferno/LaundryLineAcross.mdl" "Laundry Line 2" "models/props/de_inferno/LaundryLineFlat.mdl" "Table Antique" "models/props/de_inferno/TableAntique.mdl" "Table Coffee" "models/props/de_inferno/TableCoffee.mdl" "Tree Big" "models/props/de_inferno/tree_large.mdl" "Tree Small" "models/props/de_inferno/tree_small.mdl" "~Piranesi" "1" "APC" "models/props/de_piranesi/pi_apc.mdl" "Bench" "models/props/de_piranesi/pi_bench.mdl" "Boat" "models/props/de_piranesi/pi_boat.mdl" "Bucket" "models/props/de_piranesi/pi_bucket.mdl" "Orrery" "models/props/de_piranesi/pi_orrery.mdl" "Sundial" "models/props/de_piranesi/pi_sundial.mdl" "~Port" "1" "Container" "models/props/de_port/cargo_container01.mdl" "!Clouds" "models/props/de_port/clouds2.mdl" "Port Walkway" "models/props/de_port/PortWalkway.mdl" "Oil Tank 1" "models/props/de_port/tankoil01.mdl" "Oil Tank 2" "models/props/de_port/tankoil02.mdl" "Bridge" "models/props_industrial/bridge.mdl" "Bridge Deck" "models/props_industrial/bridge_deck.mdl" "Light" "models/props_industrial/light.mdl" "Warehouse 1" "models/props_industrial/warehouse_shelf001.mdl" "Warehouse 2" "models/props_industrial/warehouse_shelf002.mdl" "Warehouse 3" "models/props_industrial/warehouse_shelf003.mdl" "Warehouse 4" "models/props_industrial/warehouse_shelf004.mdl" "Winch_Deck" "models/props_industrial/winch_deck.mdl" "Winch_Stern" "models/props_industrial/winch_stern.mdl" "~Prodigy" "1" "Ammo_Can_1" "models/props/de_prodigy/Ammo_Can_02.mdl" "Ammo_Can_2" "models/props/de_prodigy/Ammo_Can_03.mdl" "Concretebags 1" "models/props/de_prodigy/concretebags.mdl" "Concretebags 2" "models/props/de_prodigy/concretebags2.mdl" "Concretebags 3" "models/props/de_prodigy/concretebags3.mdl" "Concretebags 4" "models/props/de_prodigy/concretebags4.mdl" "Desk_console" "models/props/de_prodigy/desk_console1.mdl" "Light Fan" "models/props/de_prodigy/fan.mdl" "Fan Housing" "models/props/de_prodigy/fanhousing.mdl" "Push Cart" "models/props/de_prodigy/pushcart.mdl" "Spool" "models/props/de_prodigy/spool.mdl" "Spool Wire" "models/props/de_prodigy/spoolwire.mdl" "Tire 1" "models/props/de_prodigy/tire1.mdl" "Tire 2" "models/props/de_prodigy/tire2.mdl" "Tire stack" "models/props/de_prodigy/tirestack.mdl" "Transformer" "models/props/de_prodigy/transformer.mdl" "~Tides" "1" "Flower Bed" "models/props/de_tides/flowerbed.mdl" "Gate" "models/props/de_tides/gate.mdl" "Lights Studio" "models/props/de_tides/lights_studio.mdl" "Menu Stand" "models/props/de_tides/menu_stand.mdl" "Patio Chair" "models/props/de_tides/patio_chair.mdl" "Patio Chair 2" "models/props/de_tides/patio_chair2.mdl" "Patio Table" "models/props/de_tides/patio_table.mdl" "Patio Table 2" "models/props/de_tides/patio_table2.mdl" "Planter" "models/props/de_tides/planter.mdl" "Restaurant Table" "models/props/de_tides/restaurant_table.mdl" "Light_fixture" "models/props/de_tides/tides_light_fixture.mdl" "Sign_A" "models/props/de_tides/tides_sign_A.mdl" "Sign_B" "models/props/de_tides/tides_sign_B.mdl" "Sign_C" "models/props/de_tides/tides_sign_C.mdl" "Street Light" "models/props/de_tides/tides_streetlight.mdl" "Truck" "models/props/de_tides/truck.mdl" "~Train" "1" "AC Unit 1" "models/props/de_train/ACunit1.mdl" "AC Unit 2" "models/props/de_train/ACunit2.mdl" "Barrel" "models/props/de_train/Barrel.mdl" "BiohazardTank" "models/props/de_train/BiohazardTank.mdl" "Awesome Ladders" "models/props/de_train/LadderAluminium.mdl" "Pallet_Barrels" "models/props/de_train/Pallet_Barrels.mdl" "Utility Truck" "models/props/de_train/utility_truck.mdl" "~The rest" "" "Bananna" "models/props/cs_italy/bananna.mdl" "Bananna Bunch" "models/props/cs_italy/bananna_bunch.mdl" "Lantern" "models/props/cs_italy/it_lantern1.mdl" "Orange" "models/props/cs_italy/orange.mdl" "Chandelier" "models/props/de_chateau/light_chandelier02.mdl" "Water Bottle" "models/props/cs_office/Water_bottle.mdl" "Patio Chair" "models/props/de_tides/patio_chair.mdl" "Patio Table" "models/props/de_tides/patio_table.mdl" "Vending Hat" "models/props/de_tides/Vending_hat.mdl" "Vending Shirt" "models/props/de_tides/Vending_tshirt.mdl" "Vending Turtle" "models/props/de_tides/Vending_turtle.mdl" "Small Bookcase" "models/props/cs_havana/bookcase_small.mdl" "Gazebo" "models/props/cs_havana/gazebo.mdl" "Pillar" "models/props/cs_havana/pillar_a.mdl" "Pole" "models/props/cs_havana/pole_a.mdl" "Wooden Tray" "models/props/cs_italy/it_mkt_container1.mdl" "Tray Beans" "models/props/cs_italy/it_mkt_container1a.mdl" "Table 1" "models/props/cs_italy/it_mkt_table1.mdl" "Table 2" "models/props/cs_italy/it_mkt_table2.mdl" "Table 3" "models/props/cs_italy/it_mkt_table3.mdl" "Street Lamp" "models/props/cs_italy/it_streetlampleg.mdl" "!Ivy" "models/props_foliage/ivy_01.mdl" "!Oak_Tree" "models/props_foliage/oak_tree01.mdl" "!Tree_Deciduous" "models/props_foliage/tree_deciduous_01a.mdl" "!Tree_Deciduous 2" "models/props_foliage/tree_deciduous_02a.mdl" "!Tree_Poplar" "models/props_foliage/tree_poplar_01.mdl" "Awesome Ladders" "models/props/de_train/LadderAluminium.mdl" }"ModInfo" { "name" "Half-Life 2 Levels" "version" "1.0" "author_name" "Valve" "icon" "gmod/mod_icon_hl2" }"Half-Life 2" { "Chapter 1" { "map" "d1_trainstation_01" "material" "vgui/chapters/chapter1" "credits" "Valve" } "Chapter 2" { "map" "d1_trainstation_05" "material" "vgui/chapters/chapter2" "credits" "Valve" } "Chapter 3" { "map" "d1_canals_01" "material" "vgui/chapters/chapter3" "credits" "Valve" } "Chapter 4" { "map" "d1_canals_06" "material" "vgui/chapters/chapter4" "credits" "Valve" } "Chapter 5" { "map" "d1_eli_01" "material" "vgui/chapters/chapter5" "credits" "Valve" } "Chapter 6" { "map" "d1_town_01" "material" "vgui/chapters/chapter6" "credits" "Valve" } "Chapter 7" { "map" "d2_coast_01" "material" "vgui/chapters/chapter7" "credits" "Valve" } "Chapter 8" { "map" "d2_coast_09" "material" "vgui/chapters/chapter8" "credits" "Valve" } "Chapter 9" { "map" "d1_d2_prison_02" "material" "vgui/chapters/chapter9" "credits" "Valve" } "Chapter 9a" { "map" "d2_prison_06" "material" "vgui/chapters/chapter9a" "credits" "Valve" } "Chapter 10" { "map" "d3_c17_02" "material" "vgui/chapters/chapter10" "credits" "Valve" } "Chapter 11" { "map" "d3_c17_09" "material" "vgui/chapters/chapter11" "credits" "Valve" } "Chapter 12" { "map" "d3_citadel_01" "material" "vgui/chapters/chapter12" "credits" "Valve" } "Chapter 13" { "map" "d3_breen_01" "material" "vgui/chapters/chapter13" "credits" "Valve" } }"ModInfo" { "name" "HL2:DM Content" "version" "1.0" "author_name" "Valve" "icon" "gmod/mod_icon_hl2mp" // HL2DM content is already included }"Half-Life 2: Deathmatch" { "dm_lockdown" { "map" "dm_lockdown" "material" "vgui/chapters/dm_lockdown" "credits" "Valve" } "dm_steamlabs" { "map" "dm_steamlabs" "material" "vgui/chapters/dm_steamlabs" "credits" "Valve" } "dm_overwatch" { "map" "dm_overwatch" "material" "vgui/chapters/dm_overwatch" "credits" "Valve" } "dm_runoff" { "map" "dm_runoff" "material" "vgui/chapters/dm_runoff" "credits" "Valve" } "dm_powerhouse" { "map" "dm_powerhouse" "material" "vgui/chapters/dm_powerhouse" "credits" "Michael Schulz" } "dm_underpass" { 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Garry's Mod 9.0.4
This is where the MOTD should be.
- TEAM GARRY
IMPORTANT!
Garry's Mod 9 requires that the following are all installed and have been run recently.
  • Half-Life 2
  • Half-Life 2: Deathmatch
  • Counter-Strike: Source

If you get errors when starting GMod then this is most likely the problem. You should download each one from Steam and run them before trying GMod.

LOAD TIMES!

The first time you run a map it will take a long time to load. This is because it creates a cache file which speeds up loading later on. Sorry, load times aren't really my fault!

Getting help..
If you're stuck you should look for help in these places:
- TEAM GARRY
+ ------------------------------------ + + Garry's Mod 9.0.4 27th November 2005 + + ------------------------------------ + Garry's Mod is a modification for Half-Life 2. Since GMod's release in December 2004 the history books of modding have been continually re-written. Finally, in late 2005, GMod 9.0 was released. The history books now simply read "Garry Newman Is GOD". Everything else is just a footnote. A few people helped me throw this together, here's the SHOUT OUTZ in a warez intro style. n42, DEADBEEF, g33k, Podunkian, helk, andyvincent, MrSteak63, hezzy, firerain, appox, DownsP and everyone who I've forgot because they are nothings. Enjoy! Garry Newman garrynewman@gmail.com ****://www.garry.tv/ ------------------------------------------------------------------------ ----------- Changelog ----------- 9.0.4 [ADD] Spawn menu now grows with a higher screen res [ADD] Cleaned up spawn menu [ADD] Changed weapon select menu to fit more weapons (use gm_wepselmode to switch back) [ADD] SWEP spawn menu [ADD] CS Weapons [ADD] NPC Kill notifications [FIX] Spawn menu crash [FIX] Single player bug with turrets [FIX] Melonracer bugs [FIX] Weapon pickup switch bug [FIX] Text, rects and wquads showing in the next level [FIX] Fortwars - Fixed buying weapons as spectator [FIX] Fortwars - Money resets after game end [FIX] HideAndSeek - Team names fixed [FIX] HideAndSeek - Tweaked scoring [FIX] HideAndSeek - Added help screen [FIX] HideAndSeek - Hiders get melon and baby guns [FIX] Chat style messages now show in single player [FIX] Scope graphics are now drawn behind kills/chat [LUA] _util.PlayerByName( name ) [LUA] _util.PlayerByUserId( userid ) [LUA] _util.EntsInBox( min, max ) [LUA] _util.DropToFloor( ent ) [LUA] _util.ScreenShake( pos, amp, frequency, duration, radius ) [LUA] _util.PointAtEntity( ent, ent ) [LUA] _npc.ExitScriptedSequence( ent ) [LUA] _npc.SetSchedule( ent, sched ) [LUA] _npc.SetLastPosition( ent, vector ) [LUA] _npc.AddRelationship( ent, ent, disposition, priority ) [LUA] Changed Phys functions to use _phys. table (see lua/includes/backcompat.lua) [LUA] _phys.ApplyForceOffset( ent, force, worldpos ) [LUA] _phys.ApplyTorqueCenter( ent, vec ) [LUA] _player.ShowPanel( player, name, show ) [LUA] _player.SetContextMenu( player, name ) [LUA] GetPlayerDamageScale( hitgroup ) - see defines.lua [LUA] _player.GetFlashlight( player ) [LUA] _player.SetFlashlight( player, bool ) [LUA] _player.LastHitGroup( player ) [LUA] Returned tables now start from 1 instead of 0 as is the Lua tradition [LUA] _player.ShouldDropWeapon( player, bool ) [LUA] SWEP - getTracerFreqPrimary() [LUA] SWEP - getTracerFreqSecondary() [LUA] _swep.GetClipAmmo( id, clip ) [LUA] _swep.SetClipAmmo( id, clip, amount ) [LUA] SWEP - onPickup( player ) [LUA] SWEP - onDrop( player ) [LUA] SWEP - onRemove() [LUA] SWEP - getDeathIcon() [LUA] _gameevent.Start( name ) [LUA] _gameevent.SetString( name, value ) [LUA] _gameevent.SetInt( name, value ) [LUA] _gameevent.Fire() [LUA] _spawnmenu.AddItem( player, category, name, command ) [LUA] _spawnmenu.RemoveCategory( player, category ) [LUA] _spawnmenu.RemoveAll( player ) [LUA] _spawnmenu.SetCategory( player, category ) [LUA] eventPlayerInitialSpawn( playerid ) - called just before player's first ever spawn on the server [LUA] Fixed _file.Read corrupt data [LUA] _PlayerGetActiveWeapon( player ) [LUA] _swep.GetDeathIcon( weapon ) 9.0.3 [ADD] gm_hideandseek by Greg Hughes aka "fayte" and "MrSteak63" [ADD] Added "cfg/lua.txt" to configure Lua [FIX] Crash when NPC shoots Jeep [FIX] Crash when anything happens [FIX] Crash when hiding GUI text [FIX] MrSteak's AWFUL scripting in gm_longsight [FIX] Misc single player crashes [LUA] Fixed GModQuad_Hide [LUA] SWEPs with missing scripts no longer spawn 9.0.2 [FIX] Easy Weld crash [FIX] Easy Axis crash [FIX] Server hosting crash bug [FIX] NPC Spawning is always allowed in single player [FIX] Unable to load from the main menu bug [FIX] Corrupt save bug after using duplicator [FIX] Statued ragdolls are a bit more stable [FIX] Lua memory leak [ADD] gm_freeze gamemode by Jon Sully aka "Jonny" [FIX] Updated fortwar map (g33k) [FIX] Added new weapons to fortwars (g33k) [FIX] Added buy system to fortwars (g33k) [FIX] Disabled auto switch in all build gamemodes (g33k) [LUA] Removed io/os library [LUA] Added loadlib library [LUA] _EntSetParent( , ) [LUA] _EntGetParent( ) [LUA] _IsDedicatedServer( ) [LUA] GmodRect/GModText indexes can now be over 128 (~32000 max) [LUA] GmodRect/GModText doesn't draw when followed ent isn't in PVS [LUA] _GModQuad_Start( ) [LUA] _GModQuad_SetVector( , ) [LUA] _GModQuad_Hide( , , , ) [LUA] _GModQuad_HideAll( ) [LUA] _GModQuad_SetTimings( , , , ) [LUA] _GModQuad_Send( , ) [LUA] _GModQuad_SendAnimate( , , , ) [LUA] _EntGetName( ) [LUA] _EntSetName( , ) [LUA] eventPlayerUseEntity( playerid, entity ) [LUA] Added lifetype class defs to defines.lua [LUA] _SetDefaultRelationship( , , ) [LUA] _TraceSetCollisionGroup( ) [LUA] Added masks to defines.lua [LUA] _TraceSetMask( ) [LUA] _file.Exists( ) [LUA] _file.Read( ) [LUA] _file.Write( , ) [LUA] _file.CreateDir( ) [LUA] _file.Find( ) [LUA] _file.Delete( ) [LUA] _file.Rename( , ) [LUA] Error messages are now actually useful [LUA] _TraceAttack( , , , ) [LUA] 8, 9 and 0 can be used with PlayerOption now (assuming default cam binds) [LUA] _EntSetMaxHealth( , ) [LUA] _EntGetMaxHealth( ) 9.0.1 [FIX] Tiny memory leak in MP game panel [FIX] Possible problem with long GUI Text messages [ADD] Warning when CS:S reload animations are missing on server [FIX] lastinv fast firing exploit [CHA] Bloom is now off by default [CHA] NPC spawning is now allowed by default in server settings [FIX] Some Coop/NPC fixes [FIX] Missing GUI Rects in widescreen mode [ADD] Some missing server files 9.0.0 [ADD] LUA scripting support [ADD] 'lua' console command to run LUA commands [ADD] 'lua_openscript' command to run a script [ADD] 'lua_listbinds' to list available bound functions [ADD] 'gm_defaultgamerules' command [FIX] Possible phys properties bug [FIX] Bots not interacting with physics [FIX] Random spawn crash [ADD] Motion blur effect [ADD] ALL maps now listed at the bottom of the SP/MP game panels [FIX] MP Game Panel now remembers maxplayers [ADD] Wind alter sliders in the Admin menu (buggy) [FIX] Blood now shows properly online [ADD] Enabled blood for our German speaking friends [ADD] New scoreboard [ADD] New admin options [FIX] Non chat text in chat area text being weird [FIX] Weapon selection popup when scrolling in spawn menu [FIX] Modcache optimizations [ADD] Zombie player model (Thanks to Podunkian) [ADD] Stalker player model (Thanks to Podunkian) [ADD] Classic Gordon player model (Thanks to Podunkian) [ADD] Charple player model (Thanks to Podunkian) [ADD] Corpse player model (Thanks to Podunkian) [FIX] Removed black screen on fall damage [ADD] Working spectator mode [FIX] Avatars now work for listen server hosts [ADD] gmod_gamesetup entity [ADD] gmod_runfunction entity [ADD] gmod_player_start entity [ADD] weapon_swep entity [FIX] Can now spawn using DoD spawnpoints [FIX] Bloom hitching when switched on for the first time [FIX] Colour mod hitching when switched on for the first time [FIX] Bots not registering as bots when they first joined a server [ADD] Scrollbar on spawnmenu dropdown box. (use gm_spawncombolines to alter) [ADD] Bloom presets menu [FIX] Colour mod shader now works [FIX] Reduced telefragging [ADD] cs_assault to CS:S minimod [ADD] 910ths gamemode by Garry Newman (aka garry) [ADD] Melon Racer gamemode by Garry Newman (aka garry) [ADD] Laser Dance gamemode by Garry Newman (aka garry) [ADD] Tactical Police Cops gamemode by Garry (really just Lua SWEP examples) [ADD] BirdPoo gamemode by Andy Vincent [ADD] Football gamemode by Tristan Pemble (aka n42) [ADD] Zombie Infestation gamemode by Matthew Mullins (aka g33k) [ADD] gm_build_tothetop gamemode by Matthew Mullins (aka g33k) [ADD] gm_build_bridge gamemode by Matthew Mullins (aka g33k) [ADD] Longsight gamemode by "MrSteak63" [FIX] Importing custom spraypaints now works [ADD] SetModel console command ("SetModel alyx", "SetModel breen" etc) [FIX] Memory leak in mod manager [ADD] gm_build_fortwars gamemode by Matthew Mullins (aka g33k) 9412"lang" { "Language" "English" "Tokens" { "hl2_AmmoFull" "FULL" "HL2_357Handgun" ".357 MAGNUM" "HL2_Pulse_Rifle" "OVERWATCH STANDARD ISSUE\n(PULSE-RIFLE)" "HL2_Bugbait" "PHEROPOD\n(BUGBAIT)" "HL2_Crossbow" "CROSSBOW" "HL2_Crowbar" "CROWBAR" "HL2_Grenade" "GRENADE" "HL2_GravityGun" "ZERO-POINT ENERGY GUN\n(GRAVITY GUN)" "HL2_Pistol" "9MM PISTOL" "HL2_RPG" "RPG\n(ROCKET PROPELLED GRENADE)" "HL2_Shotgun" "SHOTGUN" "HL2_SMG1" "SMG\n(SUBMACHINE GUN)" "HL2_SLAM" "S.L.A.M\n(Selectable Lightweight Attack Munition)" "HL2_StunBaton" "STUNSTICK" "ScoreBoard_Player" "%s1 - %s2 player" "ScoreBoard_Players" "%s1 - %s2 players" "ScoreBoard_Deathmatch" "Deathmatch" "ScoreBoard_TeamDeathmatch" "Team Deathmatch" "Playerid_sameteam" "Friend: %s1 Health: %s2" "Playerid_diffteam" "Enemy: %s1" "Playerid_noteam" "%s1 Health:%s2" "Team" "Team %s1" "Game_connected" "%s1 connected" "Game_disconnected" "%s1 has left the game" "GMOD_Chapter1_Title" "GM_CONSTRUCT" "GMOD_Chapter2_Title" "CS_OFFICE" "GMOD_Chapter3_Title" "DM_LOCKDOWN" "GMOD_Chapter4_Title" "DM_OVERWATCH" "GMOD_Chapter5_Title" "DM_POWERHOUSE" "GMOD_Chapter6_Title" "DM_RUNOFF" "GMOD_Chapter7_Title" "DM_UNDERPASS" "GMOD_Chapter8_Title" "DM_RESISTANCE" "GMOD_Chapter9_Title" "DM_STEAMLAB" "GMOD_Chapter10_Title" "CS_COMPOUND" "GMOD_Chapter11_Title" "CS_HAVANA" "GMOD_Chapter12_Title" "CS_ITALY" "GMOD_Chapter13_Title" "DE_AZTEC" "GMOD_Chapter14_Title" "DE_CBBLE" "GMOD_Chapter15_Title" "DE_CHATEAU" "GMOD_Chapter16_Title" "DE_DUST" "GMOD_Chapter17_Title" "DE_DUST2" "GMOD_Chapter18_Title" "DE_PIRANESI" "GMOD_Chapter19_Title" "DE_PRODIGY" "GMOD_Chapter20_Title" "DE_TIDES" "GMOD_Chapter21_Title" "DE_TRAIN" "GARRYS_MOD_ONLINE_Chapter1_Title" "GM_CONSTRUCT" "GARRYS_MOD_ONLINE_Chapter2_Title" "CS_OFFICE" "GARRYS_MOD_ONLINE_Chapter3_Title" "DM_LOCKDOWN" "GARRYS_MOD_ONLINE_Chapter4_Title" "DM_OVERWATCH" "GARRYS_MOD_ONLINE_Chapter5_Title" "DM_POWERHOUSE" "GARRYS_MOD_ONLINE_Chapter6_Title" "DM_RUNOFF" "GARRYS_MOD_ONLINE_Chapter7_Title" "DM_UNDERPASS" "GARRYS_MOD_ONLINE_Chapter8_Title" "DM_RESISTANCE" "GARRYS_MOD_ONLINE_Chapter9_Title" "DM_STEAMLAB" "GARRYS_MOD_ONLINE_Chapter10_Title" "CS_COMPOUND" "GARRYS_MOD_ONLINE_Chapter11_Title" "CS_HAVANA" "GARRYS_MOD_ONLINE_Chapter12_Title" "CS_ITALY" "GARRYS_MOD_ONLINE_Chapter13_Title" "DE_AZTEC" "GARRYS_MOD_ONLINE_Chapter14_Title" "DE_CBBLE" "GARRYS_MOD_ONLINE_Chapter15_Title" "DE_CHATEAU" "GARRYS_MOD_ONLINE_Chapter16_Title" "DE_DUST" "GARRYS_MOD_ONLINE_Chapter17_Title" "DE_DUST2" "GARRYS_MOD_ONLINE_Chapter18_Title" "DE_PIRANESI" "GARRYS_MOD_ONLINE_Chapter19_Title" "DE_PRODIGY" "GARRYS_MOD_ONLINE_Chapter20_Title" "DE_TIDES" "GARRYS_MOD_ONLINE_Chapter21_Title" "DE_TRAIN" "TOOL_NAME_0" "Rope Mode" "TOOL_DESC_0" "Fire to tie objects together using a rope" "TOOL_NAME_1" "Elastic Mode" "TOOL_DESC_1" "Attach objects using stretchable bouncy elastic" "TOOL_NAME_2" "Weld Mode" "TOOL_DESC_2" "Click on two objects to weld them together (whether they're touching or not)" "TOOL_NAME_3" "Ballsocket Mode" "TOOL_DESC_3" "Click on two objects to weld them together using a ballsocket" "TOOL_NAME_4" "Pulley Mode" "TOOL_DESC_4" "Click on an object, then on 2 points anywhere else, then on another object to make a pulley" "TOOL_NAME_5" "Easy Weld" "TOOL_DESC_5" "Click two objects to weld together at that point. Rotate with the mouse then press fire to finalize." "TOOL_NAME_6" "Easy Ballsocket" "TOOL_DESC_6" "Click two objects to balljoint together at that point." "TOOL_NAME_7" "Axis Mode" "TOOL_DESC_7" "Click two objects to create a rotating axis at that point." "TOOL_NAME_8" "Slider Mode" "TOOL_DESC_8" "Left click an object then somewhere else to make a rail. Right click an object to make a rail aligned with that face." "TOOL_NAME_9" "Nailgun" "TOOL_DESC_9" "Attach objects with nails by left clicking" "TOOL_NAME_10" "Face Poser" "TOOL_DESC_10" "Left: Select Model & Lift expression Right: Select Model & Apply current expression" "TOOL_NAME_11" "Eye Poser" "TOOL_DESC_11" "Left: Fire at model then at where you want it to look Right: Look at you" "TOOL_NAME_12" "Remover" "TOOL_DESC_12" "Left: Remove object Right: Remove object AND EVERYTHING LINKED TO IT" "TOOL_NAME_13" "Ignite" "TOOL_DESC_13" "Left: Set Fire Right: Extinguish fire" "TOOL_NAME_14" "Paint" "TOOL_DESC_14" "-" "TOOL_NAME_15" "Duplicate" "TOOL_DESC_15" "Left: Paste Entity Right: Copy Entity" "TOOL_NAME_16" "Colour / Render Mode" "TOOL_DESC_16" "Left: Apply new settings Right: Set to normal" "TOOL_NAME_17" "Magnetise" "TOOL_DESC_17" "Click on an object to turn it into a magnet" "TOOL_NAME_18" "No Collide" "TOOL_DESC_18" "Left: Click on two objects to make them not collide Right: Start Again" "TOOL_NAME_19" "Timed Explosions" "TOOL_DESC_19" "Left: Place dynamite" "TOOL_NAME_20" "Material Mode" "TOOL_DESC_20" "Left: Apply material Right: Remove material" "TOOL_NAME_21" "Render Target" "TOOL_DESC_21" "Position the render target camera" // CAMERA - don't show any text //"TOOL_NAME_22" "" //"TOOL_DESC_22" "" "TOOL_NAME_23" "Thrusters" "TOOL_DESC_23" "Choose a thruster type then click to connect a thruster. Control thrusters with the numpad on your keyboard." "TOOL_NAME_24" "Change Physical Properties" "TOOL_DESC_24" "Left: Apply property Right: If ragdoll apply property to all limbs" "TOOL_NAME_25" "Statue Mode" "TOOL_DESC_25" "Left: Make Statue Right: Un-make statue" "TOOL_NAME_26" "Balloon Mode" "TOOL_DESC_26" "Left: Make Balloon" "TOOL_NAME_27" "Emitter Mode" "TOOL_DESC_27" "Left: Select Emitter Right: Create Emitter" "TOOL_NAME_28" Sprite Mode" "TOOL_DESC_28" "Left: Select Sprite Right: Create Sprite" } } "chapters" { 1 "background01" 2 "background01" 3 "background01" 4 "background01" 5 "background01" 6 "background01" 7 "background01" 8 "background01" 9 "background01" 9a "background01" 10 "background01" 11 "background01" 12 "background01" 13 "background01" 14 "background01" 15 "background01" 16 "background01" 17 "background01" 18 "background01" 19 "background01" 20 "background01" 21 "background01" 22 "background01" 23 "background01" 24 "background01" 25 "background01" 26 "background01" 27 "background01" } "BalloonPop" { "channel" "CHAN_ITEM" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "gmod/pop.wav" } "Weapon_SLAM.SatchelThrow" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/throw.wav" } "Weapon_SLAM.TripMineMode" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/mine_mode.wav" } "Weapon_SLAM.SatchelDetonate" { "channel" "CHAN_VOICE" "volume" "0.7" "soundlevel" "SNDLVL_75dB" "wave" "weapons/slam/buttonclick.wav" } "TripmineGrenade.Place" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "weapons/tripwire/hook.wav" } "TripmineGrenade.Activate" { "channel" "CHAN_WEAPON" "volume" "0.95" "soundlevel" "SNDLVL_70dB" "wave" "weapons/tripwire/mine_activate.wav" }game_sounds_manifest { "precache_file" "scripts/game_sounds.txt" "precache_file" "scripts/game_sounds_ui.txt" "precache_file" "scripts/game_sounds_player.txt" // Weapon sounds "precache_file" "scripts/game_sounds_weapons.txt" // HL2 World, Ambient Generic, Items, Physics, Vehicles "precache_file" "scripts/game_sounds_world.txt" "precache_file" "scripts/game_sounds_ambient_generic.txt" "precache_file" "scripts/game_sounds_items.txt" "precache_file" "scripts/game_sounds_physics.txt" "precache_file" "scripts/game_sounds_vehicles.txt" // E3 level sounds "precache_file" "scripts/level_sounds_e3_c17.txt" "precache_file" "scripts/level_sounds_e3_town.txt" "precache_file" "scripts/level_sounds_e3_bugbait.txt" // Game level sounds "precache_file" "scripts/level_sounds_eli_lab.txt" "precache_file" "scripts/level_sounds_trainyard.txt" "precache_file" "scripts/level_sounds_k_lab.txt" "precache_file" "scripts/level_sounds_k_lab2.txt" "precache_file" "scripts/level_sounds_coast.txt" "precache_file" "scripts/level_sounds_novaprospekt.txt" "precache_file" "scripts/level_sounds_streetwar.txt" "precache_file" "scripts/level_sounds_streetwar2.txt" "precache_file" "scripts/level_sounds_breencast.txt" "precache_file" "scripts/level_sounds_citadel.txt" "precache_file" "scripts/level_sounds_canals.txt" "precache_file" "scripts/level_sounds_ravenholm.txt" "precache_file" "scripts/level_sounds_ravenholm2.txt" "precache_file" "scripts/level_sounds_canals2.txt" //Music Tracks "precache_file" "scripts/level_sounds_music.txt" // NPC Sounds "precache_file" "scripts/npc_sounds_eli.txt" "precache_file" "scripts/npc_sounds_alyx.txt" "precache_file" "scripts/npc_sounds_dog.txt" "precache_file" "scripts/npc_sounds_citizen.txt" "precache_file" "scripts/npc_sounds_barney.txt" "precache_file" "scripts/npc_sounds_soldier.txt" "precache_file" "scripts/npc_sounds_strider.txt" "precache_file" "scripts/npc_sounds_zombie.txt" "precache_file" "scripts/npc_sounds_vortigaunt.txt" "precache_file" "scripts/npc_sounds_turret.txt" "precache_file" "scripts/npc_sounds_scanner.txt" "precache_file" "scripts/npc_sounds_rollermine.txt" "precache_file" "scripts/npc_sounds_poisonzombie.txt" "precache_file" "scripts/npc_sounds_metropolice.txt" "precache_file" "scripts/npc_sounds_combinecamera.txt" "precache_file" "scripts/npc_sounds_manhack.txt" "precache_file" "scripts/npc_sounds_ichthyosaur.txt" "precache_file" "scripts/npc_sounds_blackheadcrab.txt" "precache_file" "scripts/npc_sounds_fastheadcrab.txt" "precache_file" "scripts/npc_sounds_headcrab.txt" "precache_file" "scripts/npc_sounds_fastzombie.txt" "precache_file" "scripts/npc_sounds_birds.txt" "precache_file" "scripts/npc_sounds_gunship.txt" "precache_file" "scripts/npc_sounds_dropship.txt" "precache_file" "scripts/npc_sounds_barnacle.txt" "precache_file" "scripts/npc_sounds_attackheli.txt" "precache_file" "scripts/npc_sounds_antlionguard.txt" "precache_file" "scripts/npc_sounds_antlion.txt" "precache_file" "scripts/npc_sounds_env_headcrabcanister.txt" "precache_file" "scripts/npc_sounds_combine_ball.txt" "precache_file" "scripts/npc_sounds_combine_mine.txt" "precache_file" "scripts/npc_sounds_sniper.txt" "precache_file" "scripts/npc_sounds_stalker.txt" "precache_file" "scripts/npc_sounds_gman.txt" // gmod ****! "precache_file" "scripts/game_sounds_gmod.txt" // cs ****! "precache_file" "scripts/sounds_csweapons.txt" }// sample animation script // // // commands: // Animate // variables: // FgColor // BgColor // Position // Size // Blur (hud panels only) // TextColor (hud panels only) // Ammo2Color (hud panels only) // Alpha (hud weapon selection only) // SelectionAlpha (hud weapon selection only) // TextScan (hud weapon selection only) // // interpolator: // Linear // Accel - starts moving slow, ends fast // Deaccel - starts moving fast, ends slow // // RunEvent // starts another even running at the specified time // // StopEvent // stops another event that is current running at the specified time // // StopAnimation // stops all animations refering to the specified variable in the specified panel // // StopPanelAnimations // stops all active animations operating on the specified panel // // // Useful game console commands: // cl_Animationinfo or // displays all the animatable variables for the hud element // event LevelInit { } event FadeOutTeamLine { // make the display visible Animate TeamDisplay Alpha "0" Linear 0.0 0.25 } event FadeInTeamLine { // make the display visible Animate TeamDisplay Alpha "255" Linear 0.0 0.5 } event OpenWeaponSelectionMenu { StopEvent CloseWeaponSelectionMenu 0.0 StopEvent WeaponPickup 0.0 StopEvent FadeOutWeaponSelectionMenu 0.0 // make the display visible Animate HudWeaponSelection Alpha "128" Linear 0.0 0.1 Animate HudWeaponSelection SelectionAlpha "255" Linear 0.0 0.1 Animate HudWeaponSelection FgColor "FgColor" Linear 0.0 0.1 Animate HudWeaponSelection TextColor "BrightFg" Linear 0.0 0.1 Animate HudWeaponSelection TextScan "1" Linear 0.0 0.1 } event CloseWeaponSelectionMenu { // hide the whole thing near immediately Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 0.1 Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 0.1 Animate HudWeaponSelection Alpha "0" Linear 0.0 0.1 Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 0.1 } event FadeOutWeaponSelectionMenu { // slowly hide the whole thing Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 1.5 Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 1.5 Animate HudWeaponSelection Alpha "0" Linear 0.0 1.5 Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 1.5 } event SuitAuxPowerMax { // hide the suit power Animate HudSuitPower BgColor "0 0 0 0" Linear 0.0 0.4 Animate HudSuitPower AuxPowerColor "0 0 0 0" Linear 0.0 0.4 } event SuitAuxPowerNotMax { // show suit power Animate HudSuitPower BgColor "BgColor" Linear 0.0 0.4 Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4 } event SuitAuxPowerDecreasedBelow25 { // make color red Animate HudSuitPower AuxPowerColor "255 0 0 220" Linear 0.0 0.4 } event SuitAuxPowerIncreasedAbove25 { // make colr bright Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4 } event SuitAuxPowerNoItemsActive { // resize the aux power to be the smallest size Animate HudSuitPower Size "102 26" Linear 0.0 0.4 Animate HudSuitPower Position "16 400" Linear 0.0 0.4 // Animate HudSuitPower text_xpos "8" Linear 0.0 0.4 // Animate HudSuitPower text_ypos "15" Linear 0.0 0.4 } event SuitAuxPowerOneItemActive { // resize the aux power to fit one item Animate HudSuitPower Size "102 36" Linear 0.0 0.4 Animate HudSuitPower Position "16 390" Linear 0.0 0.4 } event SuitAuxPowerTwoItemsActive { // resize the aux power to fit two items Animate HudSuitPower Size "102 46" Linear 0.0 0.4 Animate HudSuitPower Position "16 380" Linear 0.0 0.4 } event SuitAuxPowerThreeItemsActive { // resize the aux power to fit three items Animate HudSuitPower Size "102 56" Linear 0.0 0.4 Animate HudSuitPower Position "16 370" Linear 0.0 0.4 } event SuitFlashlightOn { Animate HudFlashlight TextColor "255 220 0 255" Linear 0.0 0.1 Animate HudFlashlight TextColor "255 220 0 160" Deaccel 0.1 0.75 Animate HudFlashlight BgColor "BgColor" Linear 0.0 0.75 } event SuitFlashlightOff { StopEvent SuitFlashlightOn 0.0 Animate HudFlashlight TextColor "0 0 0 0" Linear 0.0 0.4 Animate HudFlashlight BgColor "0 0 0 0" Linear 0.0 0.4 } event HudTakeDamageFront { } event HudTakeDamageLeft { Animate HudDamageIndicator DmgColorLeft "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgColorLeft "255 0 0 200" Linear 0.0 0.3 Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.3 0.5 } event HudTakeDamageRight { Animate HudDamageIndicator DmgColorRight "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgColorRight "255 0 0 200" Linear 0.0 0.3 Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.3 0.5 } event HudTakeDamageBehind { RunEvent HudTakeDamageLeft 0.0 RunEvent HudTakeDamageRight 0.0 } event HudTakeDamageHighLeft { Animate HudDamageIndicator DmgHighColorLeft "255 88 0 255" Linear 0.0 0.0 Animate HudDamageIndicator DmgHighColorLeft "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgHighColorLeft "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageHighRight { Animate HudDamageIndicator DmgHighColorRight "255 88 0 255" Linear 0.0 0.0 Animate HudDamageIndicator DmgHighColorRight "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgHighColorRight "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageHigh { Animate HudDamageIndicator DmgFullscreenColor "255 88 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.4 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.4 2.4 } event HudTakeDamageDrown { RunEvent HudTakeDamageBehind 0.0 } event HudTakeDamagePoison { Animate HudDamageIndicator DmgFullscreenColor "255 236 128 240" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 236 128 0" Deaccel 0.4 0.8 } event HudTakeDamageBurn { Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.2 0.4 } event HudTakeDamageRadiation { Animate HudDamageIndicator DmgFullscreenColor "255 255 255 128" Deaccel 0.0 0.1 Animate HudDamageIndicator DmgFullscreenColor "255 255 255 0" Deaccel 0.1 0.4 RunEvent HudTakeDamageBehind 0.0 } event HudPlayerDeath { StopEvent HealthLoop 0.0 StopEvent HealthPulse 0.0 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 8" Deaccel 0.1 0.2 Animate HudDamageIndicator DmgFullscreenColor "255 0 0 48" Deaccel 0.3 4.0 } event HealthIncreasedAbove20 { StopEvent HealthLoop 0.0 StopEvent HealthPulse 0.0 StopEvent HealthLow 0.0 Animate HudHealth BgColor "BgColor" Linear 0.0 0.0 Animate HudHealth TextColor "FgColor" Linear 0.0 0.04 Animate HudHealth FgColor "FgColor" Linear 0.0 0.03 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 } event HealthIncreasedBelow20 { Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25 Animate HudHealth FgColor "FgColor" Linear 0.3 0.75 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 } event SuitPowerIncreasedAbove20 { StopEvent SuitLoop 0.0 StopEvent SuitPulse 0.0 StopEvent SuitPowerZero 0.0 Animate HudSuit Alpha "255" Linear 0.0 0.0 Animate HudSuit BgColor "BgColor" Linear 0.0 0.0 Animate HudSuit TextColor "FgColor" Linear 0.0 0.05 Animate HudSuit FgColor "FgColor" Linear 0.0 0.05 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 } event SuitPowerIncreasedBelow20 { StopEvent SuitPowerZero 0.0 Animate HudSuit Alpha "255" Linear 0.0 0.0 Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 } event SuitPowerZero { StopEvent SuitLoop 0.0 StopEvent SuitPulse 0.0 StopEvent SuitArmorLow 0.0 StopEvent SuitDamageTaken 0.0 Animate HudSuit Alpha "0" Linear 0.0 0.4 } event TestMovement { Animate HudHealth Position "256 120" Linear 0.0 2.0 Animate HudHealth Size "148 24" Linear 0.0 1.5 } event HealthDamageTaken { Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25 Animate HudHealth FgColor "FgColor" Linear 0.3 0.75 Animate HudHealth Blur "3" Linear 0.0 0.1 Animate HudHealth Blur "0" Deaccel 0.1 2.0 Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1 Animate HudHealth TextColor "FgColor" Deaccel 0.1 1.2 } event SuitDamageTaken { Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1 Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2 } // health has been damaged to below 20% event HealthLow { StopEvent HealthDamageTaken 0.0 StopEvent HealthPulse 0.0 StopEvent HealthLoop 0.0 Animate HudHealth BgColor "DamagedBg" Linear 0.0 0.1 Animate HudHealth BgColor "BgColor" Deaccel 0.1 1.75 Animate HudHealth FgColor "BrightFg" Linear 0.0 0.2 Animate HudHealth FgColor "DamagedFg" Linear 0.2 1.2 Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1 Animate HudHealth TextColor "DamagedFg" Linear 0.1 1.2 Animate HudHealth Blur "5" Linear 0.0 0.1 Animate HudHealth Blur "3" Deaccel 0.1 0.9 RunEvent HealthPulse 1.0 } event HealthPulse { Animate HudHealth Blur "5" Linear 0.0 0.1 Animate HudHealth Blur "2" Deaccel 0.1 0.8 Animate HudHealth TextColor "BrightDamagedFg" Linear 0.0 0.1 Animate HudHealth TextColor "DamagedFg" Deaccel 0.1 0.8 Animate HudHealth BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudHealth BgColor "BgColor" Deaccel 0.1 0.8 RunEvent HealthLoop 0.8 } // call to loop HealthPulse event HealthLoop { RunEvent HealthPulse 0.0 } // suit armor has been damaged to below 20% event SuitArmorLow { StopEvent SuitDamageTaken 0.0 StopEvent SuitPulse 0.0 StopEvent SuitLoop 0.0 // removing this effect -- matching it to the event for normal suit damage // so, there will be no special indication (redness, flashing) // in the hud that the suit armor is low // Animate HudSuit BgColor "DamagedBg" Linear 0.0 0.1 // Animate HudSuit BgColor "BgColor" Deaccel 0.1 1.75 Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25 Animate HudSuit FgColor "FgColor" Linear 0.3 0.75 Animate HudSuit Blur "3" Linear 0.0 0.1 Animate HudSuit Blur "0" Deaccel 0.1 2.0 Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1 Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2 // RunEvent SuitPulse 1.0 } event SuitPulse // this even no longer gets called { Animate HudSuit Blur "5" Linear 0.0 0.1 Animate HudSuit Blur "2" Deaccel 0.1 0.8 Animate HudSuit TextColor "BrightDamagedFg" Linear 0.0 0.1 Animate HudSuit TextColor "DamagedFg" Deaccel 0.1 0.8 Animate HudSuit BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudSuit BgColor "BgColor" Deaccel 0.1 0.8 RunEvent SuitLoop 0.8 } event SuitLoop { // this event no longer gets called RunEvent SuitPulse 0.0 } // ammo has been picked up event AmmoIncreased { Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.15 Animate HudAmmo FgColor "FgColor" Deaccel 0.15 1.5 Animate HudAmmo Blur "5" Linear 0.0 0.0 Animate HudAmmo Blur "0" Accel 0.01 1.5 } // ammo has been decreased, but there is still some remaining event AmmoDecreased { StopEvent AmmoIncreased 0.0 Animate HudAmmo Blur "7" Linear 0.0 0.0 Animate HudAmmo Blur "0" Deaccel 0.1 1.5 Animate HudAmmo TextColor "BrightFg" Linear 0.0 0.1 Animate HudAmmo TextColor "FgColor" Deaccel 0.1 0.75 } // primary ammo is zero event AmmoEmpty { Animate Hudammo FgColor "BrightDamagedFg" Linear 0.0 0.2 Animate Hudammo FgColor "DamagedFg" Accel 0.2 1.2 } // ammo2 is the total ammo for a weapon that uses clip ammo event Ammo2Increased { Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2 Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2 } // total ammo has been decreased, but there is still some remaining event Ammo2Decreased { Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2 Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2 } // total ammo is zero event Ammo2Empty { Animate Hudammo ammo2color "BrightDamagedFg" Linear 0.0 0.2 Animate Hudammo ammo2color "DamagedFg" Accel 0.2 1.2 } event AmmoSecondaryIncreased { Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.15 Animate HudAmmoSecondary FgColor "FgColor" Deaccel 0.15 1.5 Animate HudAmmoSecondary Blur "5" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Accel 0.01 1.5 } event AmmoSecondaryDecreased { StopEvent AmmoSecondaryIncreased 0.0 Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5 Animate HudAmmoSecondary TextColor "BrightFg" Linear 0.0 0.1 Animate HudAmmoSecondary TextColor "FgColor" Deaccel 0.1 0.75 } event AmmoSecondaryEmpty { Animate HudAmmoSecondary FgColor "BrightDamagedFg" Linear 0.0 0.2 Animate HudAmmoSecondary FgColor "DamagedFg" Accel 0.2 1.2 Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0 Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5 } // current weapon has been changed event WeaponChanged { Animate HudAmmo BgColor "250 220 0 80" Linear 0.0 0.1 Animate HudAmmo BgColor "BgColor" Deaccel 0.1 1.0 Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.1 Animate HudAmmo FgColor "FgColor" Linear 0.2 1.5 } // ran if we just changed to a weapon that needs clip ammo event WeaponUsesClips { Animate HudAmmo Position "r150 432" Deaccel 0.0 0.4 Animate HudAmmo Size "132 36" Deaccel 0.0 0.4 } // ran if we just changed to a weapon that does not use clip ammo event WeaponDoesNotUseClips { Animate HudAmmo Position "r118 432" Deaccel 0.0 0.4 Animate HudAmmo Size "100 36" Deaccel 0.0 0.4 } event WeaponUsesSecondaryAmmo { StopAnimation HudAmmo Position 0.0 StopAnimation HudAmmo Size 0.0 StopPanelAnimations HudAmmoSecondary 0.0 Animate HudAmmoSecondary BgColor "250 220 0 60" Linear 0.0 0.1 Animate HudAmmoSecondary BgColor "BgColor" Deaccel 0.1 1.0 Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.1 Animate HudAmmoSecondary FgColor "FgColor" Linear 0.2 1.5 Animate HudAmmoSecondary Alpha 255 Linear 0.0 0.1 Animate HudAmmo Position "r222 432" Deaccel 0.0 0.5 Animate HudAmmo Size "132 36" Deaccel 0.0 0.4 } event WeaponDoesNotUseSecondaryAmmo { StopPanelAnimations HudAmmoSecondary 0.0 Animate HudAmmoSecondary FgColor "0 0 0 0" Linear 0.0 0.4 Animate HudAmmoSecondary BgColor "0 0 0 0" Linear 0.0 0.4 Animate HudAmmoSecondary Alpha 0 Linear 0.0 0.1 } event CraneMagnetFlash { Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.0 0.1 Animate HudCraneMagnet TextColor "255 220 0 160" Deaccel 0.1 0.3 Animate HudCraneMagnet TextColor "255 170 0 220" Deaccel 0.4 0.3 Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.8 0.2 } event HintMessageShow { // show the hints Animate HudHintDisplay Alpha 255 Linear 0.0 0.5 // flash text Animate HudHintDisplay FgColor "FgColor" Linear 0.0 0.01 Animate HudHintDisplay FgColor "255 220 0 255" Linear 0.5 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 0.7 0.2 Animate HudHintDisplay FgColor "255 220 0 255" Linear 1.5 0.2 Animate HudHintDisplay FgColor "FgColor" Linear 1.7 0.2 // hide the panel after a while Animate HudHintDisplay Alpha 0 Linear 12.0 1.0 } event HintMessageHide { Animate HudHintDisplay Alpha 0 Linear 0.0 0.5 } event SquadMemberAdded { StopEvent SquadMemberDied 0.0 StopEvent SquadMemberLeft 0.0 // add in the squad member, brighter then normal color Animate HudSquadStatus LastMemberColor "255 220 0 255" Linear 0.0 0.3 Animate HudSquadStatus LastMemberColor "255 220 0 160" Linear 0.3 0.3 } event SquadMemberLeft { StopEvent SquadMemberDied 0.0 StopEvent SquadMemberAdded 0.0 // fade out the icon Animate HudSquadStatus LastMemberColor "255 220 0 0" Linear 0.0 0.5 } event SquadMemberDied { StopEvent SquadMemberAdded 0.0 StopEvent SquadMemberLeft 0.0 // flash red, hold, then disappear Animate HudSquadStatus LastMemberColor "255 0 0 255" Linear 0.0 0.5 Animate HudSquadStatus LastMemberColor "255 0 0 0" Linear 2.0 2.0 } event SquadMembersFollowing { StopEvent SquadMembersStationed 0.0 Animate HudSquadStatus SquadTextColor "255 220 0 255" Linear 0.0 0.2 Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.2 0.4 } event SquadMembersStationed { StopEvent SquadMembersFollowing 0.0 Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.5 0.5 } event PoisonDamageTaken { Animate HudPoisonDamageIndicator Alpha 255 Linear 0.0 1.0 RunEvent PoisonLoop 0.0 } event PoisonDamageCured { StopEvent PoisonDamageTaken 0.0 StopEvent PoisonLoop 0.0 StopEvent PoisonPulse 0.0 Animate HudPoisonDamageIndicator Alpha 0 Linear 0.0 1.0 } event PoisonPulse { Animate HudPoisonDamageIndicator TextColor "BrightFg" Linear 0.0 0.1 Animate HudPoisonDamageIndicator TextColor "FgColor" Deaccel 0.1 0.8 Animate HudPoisonDamageIndicator BgColor "100 0 0 80" Linear 0.0 0.1 Animate HudPoisonDamageIndicator BgColor "BgColor" Deaccel 0.1 0.8 RunEvent PoisonLoop 0.8 } // call to loop PoisonLoop event PoisonLoop { RunEvent PoisonPulse 0.0 } // keys with $ are to be substituted in the value strings where they occur // They must occur before any values that reference them since this file is // parsed in order // Substitutions $game is swapped with the text string specified #include "scripts/game.txt" "loading" "Loading $game..." "nummasters" "2" "master0" "half-life.east.won.net:27010" "master1" "half-life.west.won.net:27010" //"master0" "127.0.0.1:27010" //"master1" "127.0.0.1:27010" // Actual text labels ( note that all $key strings in the value field will be // substituted as noted above ). "label_console" "Go to $game console" "label_quit" "Quit playing $game" "label_newgame" "Start a new game" "label_loadgame" "Load a saved game" "label_videomode" "Change video mode" "label_configuration" "Configuration" "label_langame" "Connect to games on your LAN" "label_internetgame" "Connect to internet games" "label_multiplayergame" "Multiplayer games" "dialog_main_header" "$game" "dialog_videomode_header" "Video Mode" "dialog_newgame_header" "New Game" "dialog_loadgame_header" "Load Game" "dialog_configuration_header" "Configuration" "dialog_controls_header" "Controls" "dialog_lan_header" "Lan" "dialog_internet_header" "Internet Games" "dialog_multiplayer_header" "Multiplayer" "button_done" "Done" "button_ok" "OK" "button_cancel" "Cancel" "button_yes" "Yes" "button_no" "No" "button_newgame" "New Game" "button_videomode" "Video Mode" "button_console" "Console" "button_quit" "Quit" "button_loadgame" "Load Game" "button_easy" "Easy" "button_medium" "Medium" "button_hard" "Hard" "button_configuration" "Configuration" "button_controls" "Controls" "button_usedefaults" "Use Defaults" "button_advancedcontrols" "Adv Controls" "button_delete" "Delete" "button_load" "Load" "button_langame" "Lan" "button_internetgame" "Internet Game" "button_connect" "Connect" "button_refresh" "Refresh" "button_multiplayergame" "Multiplayer" "button_update" "Update" "keybinding_action" "Action" "keybinding_keybutton" "Key / button" "keybinding_alternate" "Alternate" "keybinding_prompt" "Press a button or key" "loadgame_time" "Time" "loadgame_game" "Game" "loadgame_elapsed" "Elapsed Time" "langame_address" "Address" "langame_gamedir" "Game" "langame_map" "Map" "langame_ping" "Ping""sprites/640_hud" { TextureData { "death_357" { "font" "HL2MPTypeDeath" "character" "." } "death_ar2" { "font" "HL2MPTypeDeath" "character" "2" } "death_crossbow_bolt" { "font" "HL2MPTypeDeath" "character" "1" } "death_smg1" { "font" "HL2MPTypeDeath" "character" "/" } "death_shotgun" { "font" "HL2MPTypeDeath" "character" "0" } "death_rpg_missile" { "font" "HL2MPTypeDeath" "character" "3" } "death_grenade_frag" { "font" "HL2MPTypeDeath" "character" "4" } "death_pistol" { "font" "HL2MPTypeDeath" "character" "-" } "death_physics" { "font" "HL2MPTypeDeath" "character" "9" } "death_combine_ball" { "font" "HL2MPTypeDeath" "character" "8" } "death_smg1_grenade" { "font" "HL2MPTypeDeath" "character" "7" } "death_stunstick" { "font" "HL2MPTypeDeath" "character" "!" } "death_slam" { "font" "HL2MPTypeDeath" "character" "*" } "death_crowbar" { "font" "HL2MPTypeDeath" "character" "6" } // Counter-Strike Deaths //Death Message icons "d_ak47" { "font" "CSTypeDeath" "character" "b" } "d_aug" { "font" "CSTypeDeath" "character" "e" } "d_awp" { "font" "CSTypeDeath" "character" "r" } "d_deagle" { "font" "CSTypeDeath" "character" "f" } "d_elite" { "font" "CSTypeDeath" "character" "s" } "d_famas" { "font" "CSTypeDeath" "character" "t" } "d_fiveseven" { "font" "CSTypeDeath" "character" "u" } "d_flashbang" { "font" "CSType" "character" "g" } "d_g3sg1" { "font" "CSTypeDeath" "character" "i" } "d_galil" { "font" "CSTypeDeath" "character" "v" } "d_glock" { "font" "CSTypeDeath" "character" "c" } "d_hegrenade" { "font" "CSTypeDeath" "character" "h" } "d_knife" { "font" "CSTypeDeath" "character" "j" } "d_m249" { "font" "CSTypeDeath" "character" "z" } "d_m3" { "font" "CSTypeDeath" "character" "k" } "d_m4a1" { "font" "CSTypeDeath" "character" "w" } "d_mac10" { "font" "CSTypeDeath" "character" "l" } "d_mp5navy" { "font" "CSTypeDeath" "character" "x" } "d_p228" { "font" "CSTypeDeath" "character" "y" } "d_p90" { "font" "CSTypeDeath" "character" "m" } "d_scout" { "font" "CSTypeDeath" "character" "n" } "d_sg552" { "font" "CSTypeDeath" "character" "A" } "d_sg550" { "font" "CSTypeDeath" "character" "o" } "d_tmp" { "font" "CSTypeDeath" "character" "d" } "d_ump45" { "font" "CSTypeDeath" "character" "q" } "d_usp" { "font" "CSTypeDeath" "character" "a" } "d_xm1014" { "font" "CSTypeDeath" "character" "B" } "d_headshot" { "font" "CSTypeDeath" "character" "D" } "voice_player" { "file" "voice/icntlk_sv" "x" "0" "y" "0" "width" "32" "height" "32" } "voice_self" { "file" "voice/icntlk_local" "x" "0" "y" "0" "width" "32" "height" "32" } } } // "prop data name" // { // "property" "value" // ... // } // // // "base" : Specify a base propdata class to derive from (base types can be found in propdata.txt) // // "blockLOS" : Override whether this prop should block NPC's Line-Of-Sight. // "AIWalkable" : Override whether AI should consider this prop as walkable on. // "dmg.bullets" : Mod damage done by bullets to this prop. // "dmg.club" : Mod damage done by clubs to this prop. // "dmg.explosive" : Mod damage done by explosives to this prop. // NOTE: Use damage modifiers to reflect differences between the amount of // damage that an object takes from different damage types. Don't // use them to reflect overall damage strength. i.e. Stone is resilient // to everything. To reflect this, increase the health of all stone // objects, don't set the damage modifiers lower. // // "damage_table" : Specify a custom physics impact damage table for this prop. // "health" : Amount of damage this prop should take before breaking. // // "explosive_damage" : Explosive damage done by this prop. // "explosive_radius" : Radius of the explosion caused by this prop when it breaks. // NOTE: If these two fields are specified for a prop, then the prop will automatically // create an explosion with the specified values when the prop is broken. // // "breakable_model" : The type of breakable gibs this prop should break into. This list is at the bottom of this file. // "breakable_count" : The number of breakable gibs to break into. // "allowstatic" : Allow this prop to be static as well as physically simulated. // "physicsmode" : Set multiplayer physics behaviour (1=full, 2=non-solid,3=clientside) // "PropData.txt" { //================================================================================= // PAPER //================================================================================= // Base damage modifiers for paper objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Cardboard.Base" { "dmg.bullets" "0.5" "dmg.club" "1.25" "dmg.explosive" "1.5" } // Cardboard / Paper blocks, less than 1 foot cubed. // i.e. small cardboard boxes, notepads, newspapers, thin books. "Cardboard.Small" { "base" "Cardboard.Base" "health" "10" } // Cardboard / Paper blocks, less than 3 foot cubed. // i.e. cardboard boxes. thick books "Cardboard.Medium" { "base" "Cardboard.Base" "health" "20" } // Large Cardboard / Paper blocks // i.e. solid cardboard boxes "Cardboard.Large" { "base" "Cardboard.Base" "health" "40" "physicsmode" "1" } // Cardboard Boxes full of paper // i.e. fileboxes, boxes of paper "Cardboard.break" { "base" "Cardboard.Base" "health" "10" "physicsmode" "1" } //================================================================================= // CLOTH //================================================================================= // Base damage modifiers for cloth objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Cloth.Base" { "dmg.bullets" "0.5" "dmg.club" "0.75" "dmg.explosive" "1.5" } // Small / thin cloth objects // i.e. shorts, shirts, pants. "Cloth.Small" { "base" "Cloth.Base" "health" "30" } // Heavier cloth / leather objects // i.e. briefcases "Cloth.Medium" { "base" "Cloth.Base" "health" "50" } // Large / thick cloth objects // i.e. armchairs, mattresses "Cloth.Large" { "base" "Cloth.Base" "health" "100" "physicsmode" "1" } // Misc cloth objects // i.e. stuffed animals, hats, etc. "Cloth.Object" { "base" "Cloth.Base" "physicsmode" "3" } //================================================================================= // WOOD //================================================================================= // Base damage modifiers for wooden objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Wooden.Base" { "dmg.bullets" "0.75" "dmg.club" "2.0" "dmg.explosive" "1.5" "breakable_model" "WoodChunks" "breakable_skin" "0" } // Tiny Wooden pieces that should die in one hit // i.e splinters "Wooden.Tiny" { "base" "Wooden.Base" "health" "6" "physicsmode" "3" "breakable_count" "0" } // Wooden blocks, less than 1 foot cubed. // i.e pieces of board, branches. "Wooden.Small" { "base" "Wooden.Base" "health" "20" "breakable_count" "2" } // Wooden blocks, less than 3 foot cubed. // i.e boards, small crates, pallettes, ladders, chairs. "Wooden.Medium" { "base" "Wooden.Base" "health" "30" "breakable_count" "4" } // Large wooden blocks, less than 5 foot cubed. // i.e Crates, benches. "Wooden.Large" { "base" "Wooden.Base" "health" "50" "physicsmode" "1" "breakable_count" "6" } // Huge wooden objects. // i.e Big Wardrobes, bookcases "Wooden.Huge" { "base" "Wooden.Base" "health" "130" "physicsmode" "1" "breakable_count" "10" } // small wooden objects // i.e sticks "Wooden.sticks" { "base" "Wooden.Base" "physicsmode" "1" "breakable_count" "0" } // Breakable Barrels // i.e Wine Barrel in de_Inferno "Wooden.Barrel" { "base" "Wooden.Base" "health" "50" "physicsmode" "1" "breakable_count" "0" } //================================================================================= // STONE //================================================================================= // Base damage modifiers for stone objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Stone.Base" { "dmg.bullets" "1.0" "dmg.club" "1.0" "dmg.explosive" "1.0" } // Stone blocks, less than 1 foot cubed // i.e. cinderblocks, small rocks. "Stone.Small" { "base" "Stone.Base" "health" "50" "physicsmode" "3" } // Medium stone blocks, less than 3 foot cubed // i.e. rubble chunks "Stone.Medium" { "base" "Stone.Base" "health" "100" } // Large stone blocks, less than 5 foot cubed // i.e. big rubble chunks "Stone.Large" { "base" "Stone.Base" "health" "200" "physicsmode" "1" } // Huge stone blocks, less than 5 foot cubed // i.e. enormous rubble chunks "Stone.Huge" { "base" "Stone.Base" "health" "400" "physicsmode" "1" } //================================================================================= // GLASS //================================================================================= // Base damage modifiers for glass objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Glass.Base" { "dmg.bullets" "1.0" "dmg.club" "1.0" "dmg.explosive" "0.1" // Trial: Get knocked around more than destroyed? } // Glass blocks, less than 1 foot cubed // i.e. bottles, jugs, glasses. "Glass.Small" { "base" "Glass.Base" "health" "5" "physicsmode" "3" "damage_table" "glass" } "Glass.Window" { "base" "Glass.Base" "dmg.explosive" "1.0" // Override base glass explosive behavior "dmg.bullets" "0.5" "health" "1" "physicsmode" "1" "damage_table" "glass" } "Glass.CSWindow" { "base" "Glass.Window" "health" "1" // Shatter immediately, even from grenades. } "Glass.picture" { "base" "Glass.Base" "physicsmode" "1" } //================================================================================= // METAL //================================================================================= // Base damage modifiers for metal objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Metal.Base" { "dmg.bullets" "1.0" "dmg.club" "1.0" "dmg.explosive" "1.0" "health" "0" // By default, metal objects aren't breakable } // Small metal blocks, less than 1 foot cubed // i.e. tin cans, paint tins, metal buckets. "Metal.Small" { "base" "Metal.Base" } // Medium metal objects. // i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets. "Metal.Medium" { "base" "Metal.Base" "physicsmode" "1" } // Large metal objects. // i.e. ibeams, dumpsters, car bodies, refridgerators "Metal.Large" { "base" "Metal.Base" "physicsmode" "1" } // Breakable Medium Metal objects "Metal.break" { "base" "Metal.Base" "physicsmode" "1" "health" "10" } // Medium metal objects (Client Side). // i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets. "Metal.MediumClient" { "base" "Metal.Base" "physicsmode" "3" } //================================================================================= // PLASTIC //================================================================================= // Base damage modifiers for plastic objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Plastic.Base" { "dmg.bullets" "1.0" "dmg.club" "1.0" "dmg.explosive" "1.0" "health" "0" } // Plastic blocks, less than 2 foot cubed // i.e. plastic cups, plastic milk crates, phones "Plastic.Small" { "base" "Plastic.Base" } // Plastic blocks, less than 4 foot cubed // i.e. plastic chairs, tables, barrels "Plastic.Medium" { "base" "Plastic.Base" } // Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable // i.e. computer equipment "Plastic.Large" { "base" "Plastic.Base" "physicsmode" "1" } // Breakable medium plastic objects "Plastic.break" { "base" "Plastic.Base" "physicsmode" "1" "health" "10" } // Breakable small plastic objects "PlasticSmall.break" { "base" "Plastic.Base" "physicsmode" "3" "health" "10" } //================================================================================= // ITEMS //================================================================================= // Base damage modifiers for items // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Item.Base" { "dmg.bullets" "1.0" "dmg.club" "1.0" "dmg.explosive" "1.0" "health" "0" // By default, metal objects aren't breakable } // Plastic blocks, less than 2 foot cubed // i.e. plastic cups, plastic milk crates, phones "Item.Small" { "base" "Item.Base" } // Plastic blocks, less than 4 foot cubed // i.e. plastic chairs, tables, barrels "Item.Medium" { "base" "Item.Base" } // Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable // i.e. computer equipment "Item.Large" { "base" "Item.Base" "physicsmode" "1" } //================================================================================= // POTTERY //================================================================================= // Base damage modifiers for pottery objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Pottery.Base" { "dmg.bullets" "1.0" "dmg.club" "1.25" "dmg.explosive" "1.5" } // Pottery blocks, less than 2 foot cubed // i.e. flowerpots. "Pottery.Small" { "base" "Pottery.Base" "health" "5" "damage_table" "glass" } // Medium pottery objects // i.e. large flowerpots. "Pottery.Medium" { "base" "Pottery.Base" "health" "40" } // Large pottery objects // i.e. big chunks of wall plaster "Pottery.Large" { "base" "Pottery.Base" "health" "70" "physicsmode" "1" } // Huge pottery objects. // i.e. big ornate pottery vessels. "Pottery.Huge" { "base" "Pottery.Base" "health" "100" "physicsmode" "1" } // Breakable small pottery "Pottery.break" { "base" "Pottery.Base" "physicsmode" "3" "health" "20" } //================================================================================= // FLESH //================================================================================= // Base damage modifiers for flesh objects // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES. "Flesh.Base" { "dmg.bullets" "1.25" "dmg.club" "1.0" "dmg.explosive" "1.5" } // Flesh blocks that should die in a single hit // i.e. fruit, food items, gibs. "Flesh.Tiny" { "base" "Flesh.Base" "health" "3" } // Flesh blocks, less than 1 foot cubed // i.e. fruit, food items, gibs. "Flesh.Small" { "base" "Flesh.Base" "health" "10" } //================================================================================= // BREAKABLE DATA. NOT PROPDATA TYPES. //================================================================================= "BreakableModels" { // Sorted in order of smallest to largest "WoodChunks" { "models\Gibs\wood_gib01e.mdl" "1" "models\Gibs\wood_gib01d.mdl" "1" "models\Gibs\wood_gib01c.mdl" "1" "models\Gibs\wood_gib01b.mdl" "1" "models\Gibs\wood_gib01a.mdl" "1" } "GlassChunks" { "models\Gibs\Glass_shard01.mdl" "1" "models\Gibs\Glass_shard02.mdl" "1" "models\Gibs\Glass_shard03.mdl" "1" "models\Gibs\Glass_shard04.mdl" "1" "models\Gibs\Glass_shard05.mdl" "1" "models\Gibs\Glass_shard06.mdl" "1" } "ConcreteChunks" { "models\props_debris\concrete_chunk08a.mdl" "1" "models\props_debris\concrete_chunk09a.mdl" "1" "models\props_debris\concrete_chunk03a.mdl" "1" "models\props_debris\concrete_chunk07a.mdl" "1" "models\props_debris\concrete_chunk09a.mdl" "1" "models\props_debris\concrete_chunk02a.mdl" "1" } "MetalChunks" { "models\Gibs\metal_gib1.mdl" "1" "models\Gibs\metal_gib2.mdl" "1" "models\Gibs\metal_gib3.mdl" "1" "models\Gibs\metal_gib4.mdl" "1" "models\Gibs\metal_gib5.mdl" "1" } } } "labs_mp" { "playlooping" { "volume" ".12" "pitch" "100" "wave" "ambient/machines/lab_loop1.wav" } "playlooping" { "volume" ".4" "pitch" "100" "wave" "ambient/machines/combine_shield_loop3.wav" "position" "0" // tele snd } "playlooping" { "volume" ".3" "pitch" "100" "wave" "ambient/atmosphere/noise2.wav" "position" "0" // tele snd } "playrandom" { "time" "8, 15" "volume" "0.3,0.5" "pitch" "100" "soundlevel" "SNDLVL_NORM" "rndwave" { "wave" "npc/headcrab/alert1.wav" "wave" "npc/headcrab/idle1.wav" "wave" "npc/headcrab/idle2.wav" "wave" "npc/headcrab/idle3.wav" } "position" "1" // lamarr } } "under_boiler" { "playlooping" { "volume" "0.2" "pitch" "100" "wave" "ambient/atmosphere/ambience5.wav" } "playlooping" { "volume" "0.07" "pitch" "100" "wave" "ambient/atmosphere/underground.wav" } "playlooping" { "volume" "0.06" "pitch" "100" "wave" "ambient/machines/thumper_amb.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "1" // Steam pipe } } "under_tunnels" { "playlooping" { "volume" "0.1" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playlooping" { "volume" "0.2" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "0" // Steam pipe } } "under_basement1" { "playlooping" { "volume" "0.07" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playlooping" { "volume" "0.2" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } "playlooping" { "volume" "0.15" "pitch" "100" "wave" "ambient/wind/wasteland_wind.wav" } "playlooping" { "volume" "0.1" "pitch" "90" "wave" "ambient/atmosphere/quiet_cellblock_amb.wav" } "playlooping" { "volume" ".08" "pitch" "85" "wave" "ambient/gas/steam_loop1.wav" "position" "0" // Steam pipe } } "combine_tunnel" { "dsp" "1" "playlooping" { "volume" "0.3" "pitch" "100" "wave" "ambient/levels/citadel/citadel_drone_loop6.wav" } "playrandom" { "time" "8, 30" "volume" "0.05,0.1" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/citadel/strange_talk1.wav" "wave" "ambient/levels/citadel/strange_talk3.wav" "wave" "ambient/levels/citadel/strange_talk4.wav" "wave" "ambient/levels/citadel/strange_talk5.wav" "wave" "ambient/levels/citadel/strange_talk6.wav" "wave" "ambient/levels/citadel/strange_talk7.wav" "wave" "ambient/levels/citadel/strange_talk8.wav" "wave" "ambient/levels/citadel/strange_talk9.wav" "wave" "ambient/levels/citadel/strange_talk10.wav" "wave" "ambient/levels/citadel/strange_talk11.wav" } } "playrandom" { "time" "20, 35" "volume" "0.08,0.15" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "position" "0" "rndwave" { "wave" "npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav" "wave" "npc/combine_soldier/vo/teamdeployedandscanning.wav" "wave" "npc/combine_soldier/vo/unitismovingin.wav" "wave" "npc/combine_soldier/vo/sweepingin.wav" "wave" "npc/combine_soldier/vo/targetcompromisedmovein.wav" "wave" "npc/combine_soldier/vo/stabilizationteamhassector.wav" "wave" "npc/combine_soldier/vo/overwatchrequestreinforcement.wav" "wave" "npc/combine_soldier/vo/overwatchtarget1sterilized.wav" } } "playrandom" { "time" "45, 120" "volume" "0.01,0.1" "pitch" "90,115" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "*ambient/levels/citadel/citadel_ambient_voices1.wav" } } "playlooping" { "volume" "0.08" "pitch" "100" "wave" "ambient/atmosphere/underground.wav" } "playlooping" { "volume" "0.25" "pitch" "80" "wave" "ambient/wind/wind_tunnel1.wav" } } soundscaples_manifest { "file" "scripts/soundscapes.txt" // List additional soundscape files here "file" "scripts/soundscapes_canals.txt" "file" "scripts/soundscapes_klab.txt" "file" "scripts/soundscapes_elab.txt" "file" "scripts/soundscapes_streetwar.txt" "file" "scripts/soundscapes_citadel.txt" "file" "scripts/soundscapes_town.txt" "file" "scripts/soundscapes_coast.txt" "file" "scripts/soundscapes_prison.txt" "file" "scripts/soundscapes_trainyard.txt" "file" "scripts/soundscapes_labs.txt" } // bank, siren (gamesounds - apc_alarm_loop1.wav) // courtyard, drawbridge motor start, stop (gamesounds) // courtyard, drawbridge stop clank // specific fire, rubble, siren sounds //////////////////////////////// Utility soundscapes //////////////////////// "overwatch_mp" { "playrandom" { "time" "45,90" "volume" "0.1,0.5" "pitch" "100" "rndwave" { "wave" "*npc/overwatch/cityvoice/f_trainstation_inform_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_anticivilevidence_3_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_innactionisconspiracy_spkr.wav" "wave" "*npc/overwatch/cityvoice/f_localunrest_spkr.wav" } } } "streetwar.util_combine_atmosphere" { "playrandom" { "time" "2.0,2.0" "volume" "0.15,0.25" "pitch" "80,125" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/atmosphere/cave_hit1.wav" "wave" "ambient/atmosphere/cave_hit2.wav" "wave" "ambient/atmosphere/cave_hit3.wav" "wave" "ambient/atmosphere/cave_hit4.wav" "wave" "ambient/atmosphere/cave_hit5.wav" "wave" "ambient/atmosphere/cave_hit6.wav" "wave" "ambient/atmosphere/city_skybeam1.wav" "wave" "ambient/atmosphere/city_skypass1.wav" "wave" "ambient/atmosphere/city_truckpass1.wav" } } } "streetwar.util_rubble" { "playrandom" { "time" "3,15" "volume" "0.2,0.5" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/streetwar/building_rubble1.wav" "wave" "ambient/levels/streetwar/building_rubble2.wav" "wave" "ambient/levels/streetwar/building_rubble3.wav" "wave" "ambient/levels/streetwar/building_rubble4.wav" "wave" "ambient/levels/streetwar/building_rubble5.wav" "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/creak5.wav" "wave" "ambient/materials/metal_stress4.wav" "wave" "ambient/materials/metal_stress5.wav" "wave" "ambient/materials/rustypipes1.wav" "wave" "ambient/materials/rustypipes2.wav" "wave" "ambient/materials/rustypipes3.wav" } } } "streetwar.util_sirens" { "playrandom" { "time" "5,15" "volume" "0.2,0.8" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/aircraft_distant_flyby1.wav" "wave" "ambient/machines/aircraft_distant_flyby3.wav" "wave" "ambient/alarms/apc_alarm_pass1.wav" "wave" "ambient/alarms/manhack_alert_pass1.wav" "wave" "ambient/alarms/scanner_alert_pass1.wav" } } } "streetwar.util_light_sirens" { "playrandom" { "time" "15,60" "volume" "0.2,0.8" "pitch" "100" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/machines/heli_pass1.wav" "wave" "ambient/machines/aircraft_distant_flyby1.wav" "wave" "ambient/machines/aircraft_distant_flyby3.wav" "wave" "ambient/alarms/apc_alarm_pass1.wav" "wave" "ambient/alarms/manhack_alert_pass1.wav" "wave" "ambient/alarms/scanner_alert_pass1.wav" } } } "streetwar.util_zombie_infested" { "playrandom" { "time" "3,15" "volume" "0.4,0.7" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/creatures/flies1.wav" "wave" "ambient/creatures/flies2.wav" "wave" "ambient/creatures/flies3.wav" "wave" "ambient/creatures/flies4.wav" "wave" "ambient/creatures/flies5.wav" } } "playrandom" { "time" "20,40" "volume" "0.2,0.4" "pitch" "95,105" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/creatures/rats1.wav" "wave" "ambient/creatures/rats2.wav" "wave" "ambient/creatures/rats3.wav" "wave" "ambient/creatures/rats4.wav" } } "playrandom" { "time" "15, 60" "volume" "0.1,0.3" "pitch" "90,110" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/creatures/town_moan1.wav" //"wave" "ambient/creatures/town_zombie_call1.wav" "wave" "ambient/creatures/town_scared_breathing1.wav" } } } "streetwar.util_light_combat_atmosphere" { "playrandom" { "time" "10,40" "volume" "0.15,0.45" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/apc_distant1.wav" "wave" "ambient/levels/streetwar/apc_distant2.wav" "wave" "ambient/levels/streetwar/apc_distant3.wav" "wave" "ambient/levels/streetwar/gunship_distant1.wav" "wave" "ambient/levels/streetwar/gunship_distant2.wav" "wave" "ambient/levels/streetwar/heli_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant1.wav" "wave" "ambient/levels/streetwar/strider_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant3.wav" "wave" "ambient/levels/streetwar/strider_distant_walk1.wav" } } "playrandom" { "time" "60,300" "volume" "0.15,0.2" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_chant1.wav" "wave" "ambient/levels/streetwar/city_riot1.wav" "wave" "ambient/levels/streetwar/city_riot2.wav" "wave" "ambient/levels/streetwar/city_scream3.wav" } } "playsoundscape" { "name" "streetwar.util_light_sirens" "volume" "0.8" } } "streetwar.util_heavy_combat_atmosphere" { "playrandom" { "time" "3,15" "volume" "0.35,0.75" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/apc_distant1.wav" "wave" "ambient/levels/streetwar/apc_distant2.wav" "wave" "ambient/levels/streetwar/apc_distant3.wav" "wave" "ambient/levels/streetwar/gunship_distant1.wav" "wave" "ambient/levels/streetwar/gunship_distant2.wav" "wave" "ambient/levels/streetwar/heli_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant1.wav" "wave" "ambient/levels/streetwar/marching_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant1.wav" "wave" "ambient/levels/streetwar/strider_distant2.wav" "wave" "ambient/levels/streetwar/strider_distant3.wav" "wave" "ambient/levels/streetwar/strider_distant_walk1.wav" } } "playrandom" { "time" "60,300" "volume" "0.1,0.25" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_chant1.wav" "wave" "ambient/levels/streetwar/city_riot1.wav" "wave" "ambient/levels/streetwar/city_riot2.wav" "wave" "ambient/levels/streetwar/city_scream3.wav" } } "playsoundscape" { "name" "streetwar.util_sirens" "volume" "0.8" } } // distant explosions, heard from underground "streetwar.util_muffled_light_combat" { "playrandom" { "time" "3,30" "volume" "0.12,0.25" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" "wave" "ambient/atmosphere/thunder1.wav" "wave" "ambient/atmosphere/thunder2.wav" "wave" "ambient/atmosphere/thunder3.wav" "wave" "ambient/atmosphere/thunder4.wav" } } } "streetwar.util_light_combat" { "playrandom" { "time" "2,35" "volume" "0.2,0.35" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" } } "playrandom" { "time" "5,30" "volume" "0.2,0.45" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle11.wav" "wave" "ambient/levels/streetwar/city_battle12.wav" "wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" } } } "streetwar.util_medium_combat" { "playrandom" { "time" "1,15" "volume" "0.25,0.5" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" "wave" "ambient/levels/prison/inside_battle5.wav" "wave" "ambient/levels/prison/inside_battle6.wav" "wave" "ambient/levels/prison/inside_battle7.wav" "wave" "ambient/levels/prison/inside_battle8.wav" "wave" "ambient/levels/prison/inside_battle9.wav" } } "playrandom" { "time" "3,15" "volume" "0.25,0.5" "pitch" "90,105" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle11.wav" "wave" "ambient/levels/streetwar/city_battle12.wav" //"wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" } } } "streetwar.util_heavy_combat" { "playrandom" { "time" "1,4" "volume" "0.45,0.95" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/streetwar/city_battle11.wav" } } "playrandom" { "time" "1,4" "volume" "0.3,0.8" "pitch" "90,115" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/levels/streetwar/city_battle12.wav" //"wave" "ambient/levels/streetwar/city_battle13.wav" "wave" "ambient/levels/streetwar/city_battle14.wav" "wave" "ambient/levels/streetwar/city_battle15.wav" "wave" "ambient/levels/streetwar/city_battle16.wav" "wave" "ambient/levels/streetwar/city_battle17.wav" "wave" "ambient/levels/streetwar/city_battle18.wav" "wave" "ambient/levels/streetwar/city_battle19.wav" "wave" "ambient/levels/prison/inside_battle1.wav" "wave" "ambient/levels/prison/inside_battle2.wav" "wave" "ambient/levels/prison/inside_battle3.wav" "wave" "ambient/levels/prison/inside_battle4.wav" "wave" "ambient/levels/prison/inside_battle5.wav" "wave" "ambient/levels/prison/inside_battle6.wav" "wave" "ambient/levels/prison/inside_battle7.wav" "wave" "ambient/levels/prison/inside_battle8.wav" "wave" "ambient/levels/prison/inside_battle9.wav" } } } "streetwar.util_drips" { "playrandom" { "volume" "0.1,0.3" "pitch" "100" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/levels/canals/drip1.wav" "wave" "ambient/levels/canals/drip2.wav" "wave" "ambient/levels/canals/drip3.wav" "wave" "ambient/levels/canals/drip4.wav" "wave" "ambient/water/rain_drip1.wav" "wave" "ambient/water/rain_drip2.wav" "wave" "ambient/water/rain_drip3.wav" "wave" "ambient/water/rain_drip4.wav" } } } "streetwar.util_fardrips" { "playrandom" { "volume" "0.1,0.3" "pitch" "90,120" "time" "0.5, 5.0" "position" "random" "soundlevel" "SNDLVL_140db" "rndwave" { "wave" "ambient/water/distant_drip1.wav" "wave" "ambient/water/distant_drip2.wav" "wave" "ambient/water/distant_drip3.wav" "wave" "ambient/water/distant_drip4.wav" } } } ///////////////////////// Streetwar soundscapes start here /////////////////////////////////////// "streetwar.zombie_water_room" { "dsp" "1" "playlooping" { "wave" "ambient/levels/canals/water_rivulet_loop2.wav" "volume" "0.2" } "playsoundscape" { "name" "streetwar.util_drips" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_fardrips" "volume" "1.0" } "playlooping" { "volume" "0.25" "pitch" "100" "wave" "ambient/atmosphere/corridor2.wav" } "playsoundscape" { "name" "streetwar.util_zombie_infested" "volume" "1.0" } } // large underground tunnels "streetwar.car_tunnel" { "dsp" "1" "playlooping" { "volume" "0.25" "pitch" "100" "wave" "ambient/atmosphere/cargo_hold2.wav" } "playrandom" { "time" "10,30" "volume" "0.05,0.15" "pitch" "95,105" "rndwave" { "wave" "ambient/machines/truck_pass_distant1.wav" "wave" "ambient/machines/truck_pass_distant2.wav" "wave" "ambient/machines/truck_pass_distant3.wav" "wave" "ambient/machines/truck_pass_overhead1.wav" } } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } // underground, away from combat, small tunnel "streetwar.general_small_tunnel" { "playlooping" { "volume" "0.15" "pitch" "100" //"wave" "ambient/atmosphere/air_suck4.wav" //"wave" "ambient/atmosphere/ambience5.wav" "wave" "ambient/atmosphere/pipe1.wav" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } // this portion of tunnel is open to sky "streetwar.car_tunnel_opensky" { "playsoundscape" { "name" "streetwar.car_tunnel" "volume" "1.0" } "playlooping" { "volume" "0.23" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "1.0" } } "streetwar.toxic_car_tunnel" { "playsoundscape" { "name" "streetwar.car_tunnel" "volume" "0.8" } "playsoundscape" { "name" "d1_canals.util_toxic_slime" "volume" "1.0" } "playsoundscape" { "name" "coast.util_metalstress" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } } "streetwar.infested_appartments" { "playsoundscape" { "name" "streetwar.util_zombie_infested" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playlooping" { "volume" "0.08" "wave" "ambient/atmosphere/city_tone.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.3" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "0.5" } } "streetwar.general_indoor_light_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.2" } "playlooping" { "volume" "0.06" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat" "volume" "0.5" } } "streetwar.general_indoor_medium_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_rubble" "volume" "0.5" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playlooping" { "volume" "0.06" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.2" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "0.5" } "playsoundscape" { "name" "overwatch_mp" "volume" "1.0" } } "streetwar.general_indoor_heavy_combat" { "dsp" "1" // inside "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playlooping" { "volume" "0.05" "wave" "ambient/atmosphere/pipe1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.util_heavy_combat_atmosphere" "volume" "0.25" } "playsoundscape" { "name" "streetwar.util_heavy_combat" "volume" "0.4" } } "streetwar.general_outdoor_light_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.8" } "playlooping" { "volume" "0.07" "wave" "ambient/atmosphere/city_tone.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_light_combat" "volume" "1.0" } } "streetwar.general_outdoor_medium_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_light_combat_atmosphere" "volume" "0.8" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } "playsoundscape" { "name" "overwatch_mp" "volume" "1.0" } } "streetwar.general_outdoor_heavy_combat" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_heavy_combat_atmosphere" "volume" "0.85" } "playlooping" { "volume" "0.15" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_heavy_combat" "volume" "1.0" } } "streetwar.destroyed_concrete_building" { "dsp" "1" "playsoundscape" { "name" "streetwar.util_rubble" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_outdoor_medium_combat" "volume" "1.0" } "playlooping" { "volume" "0.09" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playrandom" { "volume" "0.13,0.23" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } } "streetwar.rooftop_heavy_combat" { "dsp" "1" "playrandom" { "volume" "0.4,0.6" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/station_ambience_loop2.wav" "pitch" "100" } "playlooping" { "volume" "0.15" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.general_outdoor_heavy_combat" "volume" "0.88" } } // small control room - position 0,1 is combine terminal "streetwar.control_room" { "dsp" "1" "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/city_rumble_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.3" } // position 0 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "0" } "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "1" } } // control room "streetwar.bank_control_room" { "dsp" "1" "playlooping" { "volume" "0.2" "wave" "ambient/atmosphere/city_rumble_loop1.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.3" } // position 0 is combine computer terminal "playsoundscape" { "name" "combine.computer" "volume" "0.4" "positionoverride" "0" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.5" } } // puzzle machine room - anywhere with large combine machines "streetwar.bank_machine_room" { "dsp" "1" "playlooping" { "volume" "0.5" "wave" "ambient/atmosphere/drone4lp.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.8" } "playsoundscape" { "name" "combine.computer" "volume" "0.2" } "playrandom" { "time" "4, 4" "volume" "0.3" "rndwave" { "wave" "ambient/atmosphere/metallic1.wav" "wave" "ambient/atmosphere/metallic2.wav" } "pitch" "100" } } // general area inside bank "streetwar.bank_general" { "dsp" "1" "playlooping" { "volume" "0.09" "wave" "ambient/atmosphere/Drone1LP.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_combine_atmosphere" "volume" "0.75" } "playsoundscape" { "name" "streetwar.util_muffled_light_combat" "volume" "1.0" } "playsoundscape" { "name" "streetwar.general_indoor_medium_combat" "volume" "0.62" } } // ******************************************************************************* // ***************** E3_C17_01 ***************** "e3_c17_01_battle" { "dsp" "1" // sound position 0 - fire01 "playlooping" { "volume" "1.0" "wave" "ambient/fire/fire_med_loop1.wav" "pitch" "100" "soundlevel" "SNDLVL_90db" "position" "0" } // sound position 1 - barricade_gate "playlooping" { "volume" "0.8" "wave" "ambient/atmosphere/noise2.wav" "pitch" "100" "soundlevel" "SNDLVL_95db" "position" "1" } // siren at position 2 "playlooping" { "volume" "0.85" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" "soundlevel" "SNDLVL_100dB" "position" "2" } // sound position 3 - soundscape_target_gunfire "playrandom" { "time" "1,4" "volume" "0.4,0.8" "pitch" "95,105" "rndwave" { "wave" "ambient/levels/streetwar/city_battle1.wav" "wave" "ambient/levels/streetwar/city_battle2.wav" "wave" "ambient/levels/streetwar/city_battle3.wav" "wave" "ambient/levels/streetwar/city_battle4.wav" "wave" "ambient/levels/streetwar/city_battle5.wav" "wave" "ambient/levels/streetwar/city_battle6.wav" "wave" "ambient/levels/streetwar/city_battle7.wav" "wave" "ambient/levels/streetwar/city_battle8.wav" "wave" "ambient/levels/streetwar/city_battle9.wav" "wave" "ambient/levels/streetwar/city_battle10.wav" "wave" "ambient/levels/streetwar/city_battle11.wav" } } } // ************ d3_c17_02 (Dog's Destruction) ********************* // **************************************************************** "c17_02_street_lower_1" { "dsp" "19" // city siren "playlooping" { "volume" "0.03" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } // wind "playrandom" { "time" "2, 7" "volume" "0.03, 0.1" "pitch" "95,105" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_med2.wav" } } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } // thundering wall noise "playlooping" { "volume" "0.5" "pitch" "100" "position" "0" "wave" "ambient/machines/wall_ambient1.wav" } } "c17_02_street_upper_1" { "dsp" "1" // city siren "playlooping" { "volume" "0.05" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } } "c17_02_street_upper_2" { "dsp" "1" // city siren "playlooping" { "volume" "0.1" "wave" "ambient/alarms/city_siren_loop2.wav" "pitch" "100" } "playsoundscape" { "name" "streetwar.util_medium_combat" "volume" "1.0" } // thundering wall noise "playlooping" { "volume" "0.4" "pitch" "100" "soundlevel" "SNDLVL_100db" "position" "0" "wave" "ambient/machines/wall_ambient1.wav" } } "c17_02_inside_apartments_1" { "dsp" "1" // inside "playlooping" { "volume" "0.1" "wave" "ambient/atmosphere/Drone2LP.wav" "pitch" "100" } "playrandom" { "time" "1.0, 5.0" "volume" "0.04,0.2" "pitch" "80,120" "position" "random" "soundlevel" "SNDLVL_140dB" "rndwave" { "wave" "ambient/materials/rock2.wav" "wave" "ambient/materials/rock5.wav" "wave" "ambient/materials/wood_creak1.wav" "wave" "ambient/materials/creak5.wav" "wave" "ambient/atmosphere/cave_hit1.wav" "wave" "ambient/atmosphere/cave_hit2.wav" "wave" "ambient/atmosphere/cave_hit3.wav" } } // thundering wall noise "playlooping" { "volume" "0.2" "pitch" "100" "soundlevel" "SNDLVL_100dB" "position" "0" "wave" "ambient/machines/wall_ambient_loop1.wav" } "playlooping" { "volume" "0.4" "pitch" "100" "soundlevel" "SNDLVL_90dB" "position" "0" "wave" "ambient/machines/wall_loop1.wav" } } "streetwar.underground_manhack_tunnel" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "110" "soundlevel" "0" } "playsoundscape" { "name" "streetwar.util_drips" "volume" "1.0" } // steam sound at position 0 "playlooping" { "volume" "0.3" "wave" "ambient/gas/steam_loop1.wav" "pitch" "120" "soundlevel" "SNDLVL_80db" "position" "0" } } "streetwar.vertical_warehouse_arena" { "dsp" "1" "playlooping" { "volume" "0.3" "wave" "ambient/atmosphere/undercity_loop1.wav" "pitch" "100" "soundlevel" "0" } "playrandom" { "volume" "0.1,0.2" "pitch" "100" "time" "5.0, 12.0" "pitch" "90,130" "soundlevel" "SNDLVL_140dB" "position" "random" "rndwave" { "wave" "ambient/wind/wind_med1.wav" "wave" "ambient/wind/wind_hit1.wav" "wave" "ambient/wind/wind_hit2.wav" "wave" "ambient/wind/wind_snippet3.wav" "wave" "ambient/wind/wind_snippet4.wav" "wave" "ambient/wind/wind_snippet5.wav" } } }//G3SG1 "Weapon_G3SG1.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.40" "pitch" "PITCH_NORM" "wave" "weapons/g3sg1/g3sg1-1.wav" } "Weapon_G3SG1.Slide" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/g3sg1/g3sg1_slide.wav" } "Weapon_G3SG1.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/g3sg1/g3sg1_clipout.wav" } "Weapon_G3SG1.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/g3sg1/g3sg1_clipin.wav" } //GLOCK "Weapon_Glock.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "ATTN_NORM" "pitch" "PITCH_NORM" "wave" "weapons/glock/glock18-1.wav" } "Weapon_Glock.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/glock/glock_clipout.wav" } "Weapon_Glock.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/glock/glock_clipin.wav" } "Weapon_Glock.Sliderelease" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/glock/glock_sliderelease.wav" } "Weapon_Glock.Slideback" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/glock/glock_slideback.wav" } //GALIL "Weapon_Galil.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.48" "pitch" "PITCH_NORM" "wave" "weapons/galil/galil-1.wav" } "Weapon_Galil.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/galil/galil_clipout.wav" } "Weapon_Galil.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/galil/galil_clipin.wav" } "Weapon_Galil.Boltpull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/galil/galil_boltpull.wav" } //M249 "Weapon_M249.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.52" "pitch" "PITCH_NORM" "wave" "weapons/m249/m249-1.wav" } "Weapon_M249.Coverup" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m249/m249_coverup.wav" } "Weapon_M249.Boxout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m249/m249_boxout.wav" } "Weapon_M249.Boxin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m249/m249_boxin.wav" } "Weapon_M249.Chain" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m249/m249_chain.wav" } "Weapon_M249.Coverdown" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m249/m249_coverdown.wav" } //XM1014 "Weapon_XM1014.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.52" "pitch" "PITCH_NORM" "wave" "weapons/xm1014/xm1014-1.wav" } "Weapon_XM1014.InsertShell" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/xm1014/xm1014_insertshell.wav" } //M3SUPER90 "Weapon_M3.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.48" "pitch" "PITCH_NORM" "wave" "weapons/m3/m3-1.wav" } "Weapon_M3.Insertshell" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m3/m3_insertshell.wav" } "Weapon_M3.Pump" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m3/m3_pump.wav" } //MAC10 "Weapon_MAC10.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.64" "pitch" "PITCH_NORM" "wave" "weapons/mac10/mac10-1.wav" } "Weapon_MAC10.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/mac10/mac10_clipout.wav" } "Weapon_MAC10.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/mac10/mac10_clipin.wav" } "Weapon_MAC10.Boltpull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/mac10/mac10_boltpull.wav" } //TMP "Weapon_TMP.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.6" "pitch" "PITCH_NORM" "wave" "weapons/tmp/tmp-1.wav" } "Weapon_TMP.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/tmp/tmp_clipin.wav" } "Weapon_TMP.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/tmp/tmp_clipout.wav" } //MP5 "Weapon_MP5Navy.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.64" "pitch" "PITCH_NORM" "wave" "weapons/mp5navy/mp5-1.wav" } "Weapon_MP5Navy.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/mp5navy/mp5_clipout.wav" } "Weapon_MP5Navy.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/mp5navy/mp5_clipin.wav" } "Weapon_MP5Navy.Slideback" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/mp5navy/mp5_slideback.wav" } //P228 "Weapon_P228.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "ATTN_NORM" "pitch" "PITCH_NORM" "wave" "weapons/p228/p228-1.wav" } "Weapon_P228.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p228/p228_clipout.wav" } "Weapon_P228.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p228/p228_clipin.wav" } "Weapon_P228.Sliderelease" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p228/p228_sliderelease.wav" } "Weapon_P228.Slidepull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p228/p228_slidepull.wav" } "Weapon_P228.Slideback" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p228/p228_slideback.wav" } //P90 "Weapon_P90.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.64" "pitch" "PITCH_NORM" "wave" "weapons/p90/p90-1.wav" } "Weapon_P90.Cliprelease" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p90/p90_cliprelease.wav" } "Weapon_P90.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p90/p90_clipout.wav" } "Weapon_P90.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p90/p90_clipin.wav" } "Weapon_P90.Boltpull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/p90/p90_boltpull.wav" } //SCOUT "Weapon_Scout.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.6" "pitch" "PITCH_NORM" "wave" "weapons/scout/scout_fire-1.wav" } "Weapon_Scout.Bolt" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/scout/scout_bolt.wav" } "Weapon_Scout.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/scout/scout_clipout.wav" } "Weapon_Scout.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/scout/scout_clipin.wav" } //SG550 "Weapon_SG550.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.40" "pitch" "PITCH_NORM" "wave" "weapons/sg550/sg550-1.wav" } "Weapon_SG550.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/sg550/sg550_clipout.wav" } "Weapon_SG550.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/sg550/sg550_clipin.wav" } "Weapon_SG550.Boltpull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/sg550/sg550_boltpull.wav" } //SG552 "Weapon_SG552.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.48" "pitch" "PITCH_NORM" "wave" "weapons/sg552/sg552-1.wav" } "Weapon_SG552.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/sg552/sg552_clipout.wav" } "Weapon_SG552.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/sg552/sg552_clipin.wav" } "Weapon_SG552.Boltpull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/sg552/sg552_boltpull.wav" } //FIVESEVEN "Weapon_FiveSeven.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "ATTN_NORM" "pitch" "PITCH_NORM" "wave" "weapons/fiveseven/fiveseven-1.wav" } "Weapon_FiveSeven.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/fiveseven/fiveseven_clipout.wav" } "Weapon_FiveSeven.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/fiveseven/fiveseven_clipin.wav" } "Weapon_FiveSeven.Sliderelease" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/fiveseven/fiveseven_sliderelease.wav" } "Weapon_FiveSeven.Slidepull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/fiveseven/fiveseven_slidepull.wav" } "Weapon_FiveSeven.Slideback" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/fiveseven/fiveseven_slideback.wav" } //UMP45 "Weapon_UMP45.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.64" "pitch" "PITCH_NORM" "wave" "weapons/ump45/ump45-1.wav" } "Weapon_UMP45.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/ump45/ump45_clipout.wav" } "Weapon_UMP45.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/ump45/ump45_clipin.wav" } "Weapon_UMP45.Boltslap" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/ump45/ump45_boltslap.wav" } //USP "Weapon_USP.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "ATTN_NORM" "pitch" "PITCH_NORM" "wave" "weapons/usp/usp_unsil-1.wav" } "Weapon_USP.SilencedShot" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "ATTN_IDLE" "pitch" "PITCH_NORM" "wave" "weapons/usp/usp1.wav" } "Weapon_USP.DetachSilencer" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/usp/usp_silencer_off.wav" } "Weapon_USP.AttachSilencer" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/usp/usp_silencer_on.wav" } "Weapon_USP.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/usp/usp_clipout.wav" } "Weapon_USP.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/usp/usp_clipin.wav" } "Weapon_USP.Sliderelease" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/usp/usp_sliderelease.wav" } "Weapon_USP.Slideback" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/usp/usp_slideback.wav" } "Weapon_USP.Slideback2" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/usp/usp_slideback2.wav" } //M4A1 "Weapon_M4A1.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.52" "pitch" "PITCH_NORM" "wave" "weapons/m4a1/m4a1_unsil-1.wav" } "Weapon_M4A1.Silenced" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.4" "pitch" "PITCH_NORM" "wave" "weapons/m4a1/m4a1-1.wav" } "Weapon_M4A1.Silencer_Off" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/m4a1/m4a1_silencer_off.wav" } "Weapon_M4A1.Silencer_On" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/m4a1/m4a1_silencer_on.wav" } "Weapon_M4A1.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m4a1/m4a1_clipout.wav" } "Weapon_M4A1.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m4a1/m4a1_clipin.wav" } "Weapon_M4A1.Boltpull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m4a1/m4a1_boltpull.wav" } "Weapon_M4A1.Deploy" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/m4a1/m4a1_deploy.wav" } //ELITES "Weapon_ELITE.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "ATTN_NORM" "pitch" "PITCH_NORM" "wave" "weapons/elite/elite-1.wav" } "Weapon_ELITE.Reloadstart" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/elite/elite_reloadstart.wav" } "Weapon_ELITE.Lclipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/elite/elite_leftclipin.wav" } "Weapon_ELITE.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/elite/elite_clipout.wav" } "Weapon_ELITE.Sliderelease" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/elite/elite_sliderelease.wav" } "Weapon_ELITE.Rclipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/elite/elite_rightclipin.wav" } "Weapon_ELITE.Deploy" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/elite/elite_deploy.wav" } //FAMAS "Weapon_FAMAS.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.48" "pitch" "PITCH_NORM" "wave" "weapons/famas/famas-1.wav" } "Weapon_FAMAS.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/famas/famas_clipout.wav" } "Weapon_FAMAS.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/famas/famas_clipin.wav" } "Weapon_FAMAS.Forearm" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/famas/famas_forearm.wav" } //AUG "Weapon_AUG.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.48" "pitch" "PITCH_NORM" "wave" "weapons/aug/aug-1.wav" } "Weapon_AUG.Boltpull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/aug/aug_boltpull.wav" } "Weapon_AUG.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/aug/aug_clipout.wav" } "Weapon_AUG.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/aug/aug_clipin.wav" } "Weapon_AUG.Boltslap" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/aug/aug_boltslap.wav" } "Weapon_AUG.Forearm" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/aug/aug_forearm.wav" } //AWP "Weapon_AWP.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.28" "pitch" "PITCH_NORM" "wave" "weapons/awp/awp1.wav" } "Weapon_AWP.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/awp/awp_clipin.wav" } "Weapon_AWP.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/awp/awp_clipout.wav" } "Weapon_AWP.Bolt" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/awp/awp_bolt.wav" } //KNIFE "Weapon_Knife.Deploy" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/knife/knife_deploy1.wav" } "Weapon_Knife.Hit" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "weapons/knife/knife_hit1.wav" "wave" "weapons/knife/knife_hit2.wav" "wave" "weapons/knife/knife_hit3.wav" "wave" "weapons/knife/knife_hit4.wav" } } "Weapon_Knife.HitWall" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/knife/knife_hitwall1.wav" } "Weapon_Knife.Slash" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "rndwave" { "wave" "weapons/knife/knife_slash1.wav" "wave" "weapons/knife/knife_slash2.wav" } } "Weapon_Knife.Stab" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/knife/knife_stab.wav" } //DEAGLE "Weapon_DEagle.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.6" "pitch" "PITCH_NORM" "wave" "weapons/DEagle/deagle-1.wav" } "Weapon_DEagle.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/DEagle/de_clipout.wav" } "Weapon_DEagle.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/DEagle/de_clipin.wav" } "Weapon_DEagle.Deploy" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/DEagle/de_deploy.wav" } "Weapon_DEagle.Slideback" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/DEagle/de_slideback.wav" } //AK47 "Weapon_AK47.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.52" "pitch" "PITCH_NORM" "wave" "weapons/ak47/ak47-1.wav" } "3rd_Weapon_AK47.Single" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "0.52" "pitch" "PITCH_NORM" "wave" "weapons/ak47/ak47-1.wav" } "Weapon_AK47.BoltPull" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/ak47/ak47_boltpull.wav" } "Weapon_AK47.Clipin" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/ak47/ak47_clipin.wav" } "Weapon_AK47.Clipout" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "95,105" "wave" "weapons/ak47/ak47_clipout.wav" } "Default.PullPin_Grenade" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/pinpull.wav" } "Flashbang.Explode" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_85dB" "pitch" "70,130" "rndwave" { "wave" "^weapons/flashbang/flashbang_explode1.wav" "wave" "^weapons/flashbang/flashbang_explode2.wav" } } "Flashbang.Bounce" { "channel" "CHAN_VOICE" "volume" "1.0" "soundlevel" "SNDLVL_75dB" "pitch" "PITCH_NORM" "wave" "weapons/flashbang/grenade_hit1.wav" } "SmokeGrenade.Bounce" { "channel" "CHAN_VOICE" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/smokegrenade/grenade_hit1.wav" } "HEGrenade.Bounce" { "channel" "CHAN_VOICE" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/hegrenade/he_bounce-1.wav" } "Default.ClipEmpty_Rifle" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/ClipEmpty_Rifle.wav" } "Default.ClipEmpty_Pistol" { "channel" "CHAN_WEAPON" "volume" "1.0" "CompatibilityAttenuation" "1.0" "pitch" "PITCH_NORM" "wave" "weapons/ClipEmpty_Pistol.wav" } "Default.Zoom" { "channel" "CHAN_ITEM" "volume" "1.0" "CompatibilityAttenuation" "2.39" "pitch" "PITCH_NORM" "wave" "weapons/zoom.wav" } "BaseExplosionEffect.Sound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_85dB" "pitch" "80,110" "rndwave" { "wave" "weapons/debris1.wav" "wave" "weapons/debris2.wav" } } "BaseSmokeEffect.Sound" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_85dB" "wave" "^weapons/smokegrenade/sg_explode.wav" } "c4.disarmstart" { "channel" "CHAN_VOICE" "volume" "1" "CompatibilityAttenuation" "1.0" "wave" "weapons/c4/c4_disarm.wav" } "c4.disarmfinish" { "channel" "CHAN_ITEM" "volume" "1" "CompatibilityAttenuation" "1.0" "wave" "weapons/c4/c4_disarm.wav" } "c4.explode" { "channel" "CHAN_VOICE" "volume" "1" "soundlevel" "SNDLVL_GUNFIRE" "wave" "weapons/c4/c4_explode1.wav" } "c4.click" { "channel" "CHAN_WEAPON" "volume" "1" "CompatibilityAttenuation" "1.0" "wave" "weapons/c4/c4_click.wav" } "c4.plant" { "channel" "CHAN_VOICE" "volume" "1" "CompatibilityAttenuation" "1.0" "wave" "weapons/c4/c4_plant.wav" } "C4.PlantSound" { "channel" "CHAN_VOICE" "volume" "VOL_NORM" "CompatibilityAttenuation" "1.0" "wave" "weapons/c4/c4_beep1.wav" } "defuser.equip" { "channel" "CHAN_WEAPON" "volume" "1" "CompatibilityAttenuation" "1.0" "wave" "items/defuser_equip.wav" } "BaseCombatWeapon.WeaponDrop" { "channel" "CHAN_VOICE" "volume" "0.8" "CompatibilityAttenuation" "1.0" "pitch" "95,110" "rndwave" { "wave" "physics/metal/weapon_impact_hard1.wav" "wave" "physics/metal/weapon_impact_hard2.wav" "wave" "physics/metal/weapon_impact_hard3.wav" } } "BaseCombatWeapon.WeaponMaterialize" { "channel" "CHAN_WEAPON" "volume" "1" "CompatibilityAttenuation" "1.0" "pitch" "150" "wave" "items/suitchargeok1.wav" }// "surface group" // { // "property" "value" // ... // } // // thickness: If this value is present, the material is not volumetrically solid // it means that the volume should be computed as the surface area times this // thickness (for automatic mass). The inside space beneath the thickness value is air. // // physics parameters are: // density: this is the material density in kg / m^3 (water is 1000) // elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard) // friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough) // dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot) // // !!! Do not edit the physics properties (especially density) without the proper references !!! // // Sounds // // stepleft: footstep sound for left foot // stepright: footstep sound for right foot // impactsoft: Physical impact sound when hitting soft surfaces // impacthard: Physical impact sound when hitting hard surfaces // scrapesmooth: Looping physics friction sound (when scraping smooth surfaces) // scraperough: Looping physics friction sound (when scraping rough surfaces) // bulletimpact: bullet impact sound // gamematerial: game material index (can be a single letter or a number) // // NOTE: The properties of "default" will get copied into EVERY material who does not // override them!!! // // "base" means to use the parameters from that material as a base. // "base" must appear as the first key in a material // // ----------------------------- // world materials // ----------------------------- // NOTE: "default" properties are assigned to ALL other materials unless overriden!!! "default" { "density" "2500" "elasticity" "0.25" "friction" "0.8" "dampening" "0.0" "stepleft" "Default.StepLeft" "stepright" "Default.StepRight" "bulletimpact" "Default.BulletImpact" "scraperough" "Default.ScrapeRough" "scrapesmooth" "Default.ScrapeSmooth" "impacthard" "Default.ImpactHard" "impactsoft" "Default.ImpactSoft" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "1.0" "scrapeRoughThreshold" "0.5" "impactHardThreshold" "0.5" "gamematerial" "C" "jumpfactor" "1.0" "maxspeedfactor" "1.0" "climbable" "0" } // NOTE: Almost nothing is solid metal - so "metal" is sheet metal "solidmetal" { "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "stepleft" "SolidMetal.StepLeft" "stepright" "SolidMetal.StepRight" "impacthard" "SolidMetal.ImpactHard" "impactsoft" "SolidMetal.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapesmooth" "SolidMetal.ScrapeSmooth" "bulletimpact" "SolidMetal.BulletImpact" // "strain" "SolidMetal.Strain" "gamematerial" "M" } // metal box - smaller metal box (< 2' width/height/depth) "Metal_Box" { "base" "solidmetal" "thickness" "0.1" "stepleft" "Metal_Box.StepLeft" "stepright" "Metal_Box.StepRight" "bulletimpact" "Metal_Box.BulletImpact" "scraperough" "Metal_Box.ScrapeRough" "scrapesmooth" "Metal_Box.ScrapeSmooth" "impacthard" "Metal_Box.ImpactHard" "impactsoft" "Metal_Box.ImpactSoft" "break" "Metal_Box.Break" // "strain" "Metal_Box.Strain" } // Assume that everything we are building // is large enough to be constructed out of a thin sheet of metal // only flag a few things as "solidmetal" (I-Beams, anvils, etc) "metal" { "base" "solidmetal" "elasticity" "0.25" "thickness" "0.1" } "metal_bouncy" { "base" "solidmetal" "elasticity" "1000" "friction" "0" "density" "10000" } // Airboat pontoons have very low friction // TODO: make the pontoon material separate from the rest of the airboat? "slipperymetal" { "base" "metal" "friction" "0.1" "elasticity" "0.15" "audioreflectivity" "0.83" "audioroughnessfactor" "0.1" } // metal grating, used for decking "metalgrate" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" "stepleft" "MetalGrate.StepLeft" "stepright" "MetalGrate.StepRight" "impacthard" "MetalGrate.ImpactHard" "impactsoft" "MetalGrate.ImpactSoft" "scraperough" "MetalGrate.ScrapeRough" "scrapeSmooth" "MetalGrate.ScrapeSmooth" "bulletimpact" "MetalGrate.BulletImpact" "audioreflectivity" "0.83" // "strain" "Metal_Box.Strain" "gamematerial" "G" } // ~1mm thick metal "metalvent" { "base" "metal_box" "thickness" "0.04" "density" "2700" "elasticity" "0.1" "friction" "0.8" "stepleft" "MetalVent.StepLeft" "stepright" "MetalVent.StepRight" "impacthard" "MetalVent.ImpactHard" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "gamematerial" "V" } // thick solid steel panel - used for solid wall, floor, machine construction "metalpanel" { "base" "metal" "thickness" "0.1" "density" "2700" "elasticity" "0.2" "friction" "0.8" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "gamematerial" "M" } "dirt" { "density" "1600" "elasticity" "0.01" "friction" "0.8" "stepleft" "Dirt.StepLeft" "stepright" "Dirt.StepRight" "impacthard" "Dirt.Impact" "scraperough" "Dirt.Scrape" "bulletimpact" "Dirt.BulletImpact" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "gamematerial" "D" } "mud" { "base" "dirt" "friction" "0.6" "dampening" "6.0" "stepleft" "Mud.StepLeft" "stepright" "Mud.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "slipperyslime" { "base" "dirt" "friction" "0.1" "jumpfactor" "0.7" "stepleft" "SlipperySlime.StepLeft" "stepright" "SlipperySlime.StepRight" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "grass" { "base" "dirt" "stepleft" "Grass.StepLeft" "stepright" "Grass.StepRight" } "tile" { "thickness" "0.5" "density" "2700" "elasticity" "0.3" "friction" "0.8" "stepleft" "Tile.StepLeft" "stepright" "Tile.StepRight" "audioreflectivity" "0.99" "audioroughnessfactor" "0.1" "bulletimpact" "Tile.BulletImpact" "gamematerial" "T" } // generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc) "Wood" { "density" "700" "elasticity" "0.1" "friction" "0.8" "stepleft" "Wood.StepLeft" "stepright" "Wood.StepRight" "bulletimpact" "Wood.BulletImpact" "scraperough" "Wood.ScrapeRough" "scrapesmooth" "Wood.ScrapeSmooth" "impacthard" "Wood.ImpactHard" "impactsoft" "Wood.ImpactSoft" // "strain" "Wood.Strain" "break" "Wood.Break" "audioreflectivity" "0.33" "audiohardnessfactor" "0.25" "gamematerial" "W" } "Wood_lowdensity" { "base" "wood" "density" "300" } // small crate "Wood_Box" { "base" "Wood" "stepleft" "Wood_Box.StepLeft" "stepright" "Wood_Box.StepRight" "bulletimpact" "Wood_Box.BulletImpact" "scraperough" "Wood_Box.ScrapeRough" "scrapesmooth" "Wood_Box.ScrapeSmooth" "impacthard" "Wood_Box.ImpactHard" "impactsoft" "Wood_Box.ImpactSoft" // "strain" "Wood_Box.Strain" "break" "Wood_Box.Break" } // large crate, large wood furniture (bookcases, tables) "Wood_Crate" { "base" "Wood" "stepleft" "Wood_Crate.StepLeft" "stepright" "Wood_Crate.StepRight" "scraperough" "Wood_Crate.ScrapeRough" "scrapesmooth" "Wood_Crate.ScrapeSmooth" "impacthard" "Wood_Crate.ImpactHard" "impactsoft" "Wood_Crate.ImpactSoft" // "strain" "Wood_Crate.Strain" "break" "Wood_Crate.Break" } // wood board, floorboard, plank "Wood_Plank" { "base" "Wood_Box" "bulletimpact" "Wood_Plank.BulletImpact" "scraperough" "Wood_Plank.ScrapeRough" "scrapesmooth" "Wood_Plank.ScrapeSmooth" "impacthard" "Wood_Plank.ImpactHard" "impactsoft" "Wood_Plank.ImpactSoft" // "strain" "Wood_Plank.Strain" "break" "Wood_Plank.Break" } // solid 6x6 or greater block, post or tree "Wood_Solid" { "base" "Wood" "bulletimpact" "Wood_Solid.BulletImpact" "scraperough" "Wood_Solid.ScrapeRough" "scrapesmooth" "Wood_Solid.ScrapeSmooth" "impacthard" "Wood_Solid.ImpactHard" "impactsoft" "Wood_Solid.ImpactSoft" // "strain" "Wood_Solid.Strain" "break" "Wood_Solid.Break" } // small wood furniture - chairs, small tables "Wood_Furniture" { "base" "Wood_Box" "impactsoft" "Wood_Furniture.ImpactSoft" // "strain" "Wood_Furniture.Strain" "break" "Wood_Furniture.Break" } // wood panel - plywood panel, wood door panel "Wood_Panel" { "base" "Wood_Crate" "thickness" "1.0" "stepleft" "Wood_Panel.StepLeft" "stepright" "Wood_Panel.StepRight" "bulletimpact" "Wood_Panel.BulletImpact" "scraperough" "Wood_Panel.ScrapeRough" "scrapesmooth" "Wood_Panel.ScrapeSmooth" "impacthard" "Wood_Panel.ImpactHard" "impactsoft" "Wood_Panel.ImpactSoft" // "strain" "Wood_Panel.Strain" "break" "Wood_Panel.Break" } "water" { "density" "1000" "elasticity" "0.1" "friction" "0.8" "stepleft" "Water.StepLeft" "stepright" "Water.StepRight" "bulletimpact" "Water.BulletImpact" "audioreflectivity" "0.33" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.0" "gamematerial" "S" } "slime" { "density" "2000" "elasticity" "0.1" "friction" "0.9" "dampening" "200.0" "stepleft" "Mud.StepLeft" "stepright" "Mud.StepRight" "bulletimpact" "Water.BulletImpact" "gamematerial" "S" "audioreflectivity" "0.33" "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.1" } "quicksand" { "density" "600" "elasticity" "2.0" "audioreflectivity" "0.33" "audiohardnessfactor" "0.0" "audioroughnessfactor" "1.0" } // wade is a water material for walking in/on water at knee height "wade" { "base" "water" "stepleft" "Wade.StepLeft" "stepright" "Wade.StepRight" "audioreflectivity" "0.33" "gamematerial" "X" } // ladder is a fake material for walking on ladders "ladder" { "base" "metal" "climbable" "1.0" "stepleft" "Ladder.StepLeft" "stepright" "Ladder.StepRight" "audioreflectivity" "0.33" "gamematerial" "X" } // pane of glass, computer screen, window, glass door "glass" { "thickness" "0.5" "density" "2700" "elasticity" "0.2" "friction" "0.5" "stepleft" "Glass.StepLeft" "stepright" "Glass.StepRight" "scraperough" "Glass.ScrapeRough" "scrapesmooth" "Glass.ScrapeSmooth" "impacthard" "Glass.ImpactHard" "impactsoft" "Glass.ImpactSoft" "bulletimpact" "Glass.BulletImpact" // "strain" "Glass.Strain" "break" "Glass.Break" "audioreflectivity" "0.66" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.0" "gamematerial" "Y" } // computer case, tech equipment case "computer" { "base" "metal_box" "bulletimpact" "Computer.BulletImpact" "impacthard" "Computer.ImpactHard" "impactsoft" "Computer.ImpactSoft" "gamematerial" "P" } "concrete" { "density" "2400" "elasticity" "0.2" "friction" "0.8" "stepleft" "Concrete.StepLeft" "stepright" "Concrete.StepRight" "scraperough" "Concrete.ScrapeRough" "scrapesmooth" "Concrete.ScrapeSmooth" "impacthard" "Concrete.ImpactHard" "impactsoft" "Concrete.ImpactSoft" "bulletimpact" "Concrete.BulletImpact" "audioreflectivity" "0.66" "gamematerial" "C" } // Solid rock (small sounds) "rock" { "base" "concrete" "impacthard" "Rock.ImpactHard" "impactsoft" "Rock.ImpactSoft" "scraperough" "Rock.ImpactHard" "scrapesmooth" "Rock.ImpactSoft" } // tubs, urinals, sinks "porcelain" { "base" "rock" } // Large solid rock (large sounds) "boulder" { "base" "rock" "scraperough" "Boulder.ScrapeRough" "scrapesmooth" "Boulder.ScrapeSmooth" "impacthard" "Boulder.ImpactHard" "impactsoft" "Boulder.ImpactSoft" } "gravel" { "base" "rock" "friction" "0.4" "stepleft" "Gravel.StepLeft" "stepright""Gravel.StepRight" } "brick" { "base" "rock" } // 9x12 prefabricated concrete cinder blocks "concrete_block" { "base" "concrete" "impacthard" "Concrete_Block.ImpactHard" } // chainlink fencing material "chainlink" { "thickness" "0.5" "density" "1600" "elasticity" "0.25" "friction" "0.8" "stepleft" "ChainLink.StepLeft" "stepright" "ChainLink.StepRight" "impacthard" "ChainLink.ImpactHard" "impactsoft" "ChainLink.ImpactSoft" "scraperough" "ChainLink.ScrapeRough" "scrapesmooth" "ChainLink.ScrapeSmooth" "bulletimpact" "ChainLink.BulletImpact" "gamematerial" "G" } // metal chain "chain" { "base" "chainlink" "impacthard" "ChainLink.ImpactHard" "impactsoft" "ChainLink.ImpactSoft" "scraperough" "ChainLink.ScrapeRough" "scrapesmooth" "ChainLink.ScrapeSmooth" "bulletimpact" "ChainLink.BulletImpact" "gamematerial" "G" } // medium sized body "flesh" { "density" "900" "stepleft" "Flesh.StepLeft" "stepright" "Flesh.StepRight" "bulletimpact" "Flesh.BulletImpact" "impacthard" "Flesh.ImpactHard" "impactsoft" "Flesh.ImpactSoft" "scraperough" "Flesh.ScrapeRough" "scrapesmooth" "Flesh.ScrapeSmooth" // "strain" "Flesh.Strain" "break" "Flesh.Break" "audiohardnessfactor" "0.25" "audioHardMinVelocity" "500" "audioroughnessfactor" "0.1" "gamematerial" "F" } // gibs "bloodyflesh" { "base" "flesh" "impacthard" "Flesh_Bloody.ImpactHard" "gamematerial" "B" } "alienflesh" { "base" "flesh" "gamematerial" "H" } // Flesh for physics, metal for bullet fx "armorflesh" { "base" "flesh" "bulletimpact" "ArmorFlesh.BulletImpact" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.1" "gamematerial" "M" } "watermelon" { "density" "900" "bulletimpact" "Watermelon.BulletImpact" "impacthard" "Watermelon.Impact" "scraperough" "Watermelon.Scrape" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" "gamematerial" "W" } "snow" { "base" "dirt" "density" "800" "friction" "0.35" "audiohardnessfactor" "0.25" } "ice" { "density" "917" "friction" "0.1" "elasticity" "0.1" "audioroughnessfactor" "0.1" } // UNDONE: Do proper values for these - I made them up so I would have good // initial values for all VMTs "carpet" { "base" "dirt" "density" "500" "thickness" "0.1" "elasticity" "0.01" "friction" "0.8" "impacthard" "Carpet.Impact" "bulletimpact" "Carpet.BulletImpact" "scraperough" "Carpet.Scrape" "audioreflectivity" "0.03" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.1" } // drywall, office wall material, sheetrock "plaster" { "base" "dirt" "audiohardnessfactor" "0.5" "audioroughnessfactor" "0.1" "stepleft" "drywall.StepLeft" "stepright" "drywall.StepRight" "bulletimpact" "drywall.ImpactHard" "scraperough" "ceiling_tile.ScrapeRough" "scrapesmooth" "ceiling_tile.ScrapeSmooth" "impacthard" "drywall.ImpactHard" "impactsoft" "drywall.ImpactSoft" // "strain" "Cardboard.Strain" "break" "Cardboard.Break" } // carboard box "cardboard" { "base" "dirt" "density" "500" "thickness" "0.25" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Cardboard.StepLeft" "stepright" "Cardboard.StepRight" "bulletimpact" "Cardboard.BulletImpact" "scraperough" "Cardboard.ScrapeRough" "scrapesmooth" "Cardboard.ScrapeSmooth" "impacthard" "Cardboard.ImpactHard" "impactsoft" "Cardboard.ImpactSoft" // "shake" "Cardboard.Shake" // "strain" "Cardboard.Strain" "break" "Cardboard.Break" } // larger plastic barrel, hollow, soft plastic "plastic_barrel" { "density" "500" "thickness" "0.25" "elasticity" "0.01" "friction" "0.8" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Plastic_Barrel.StepLeft" "stepright" "Plastic_Barrel.StepRight" "bulletimpact" "Plastic_Barrel.BulletImpact" "scraperough" "Plastic_Barrel.ScrapeRough" "scrapesmooth" "Plastic_Barrel.ScrapeSmooth" "impacthard" "Plastic_Barrel.ImpactHard" "impactsoft" "Plastic_Barrel.ImpactSoft" // "shake" "Plastic_Barrel.Shake" // "strain" "Plastic_Barrel.Strain" "break" "Plastic_Barrel.Break" // "roll" "Plastic_Barrel.Roll" "gamematerial" "L" } // small - medium plastic box, hard plastic "Plastic_Box" { "density" "500" "elasticity" "0.01" "friction" "0.8" "thickness" "0.25" "audiohardnessfactor" "0.25" "audioroughnessfactor" "0.25" "stepleft" "Plastic_Box.StepLeft" "stepright" "Plastic_Box.StepRight" "bulletimpact" "Plastic_Box.BulletImpact" "scraperough" "Plastic_Box.ScrapeRough" "scrapesmooth" "Plastic_Box.ScrapeSmooth" "impacthard" "Plastic_Box.ImpactHard" "impactsoft" "Plastic_Box.ImpactSoft" // "strain" "Plastic_Box.Strain" "break" "Plastic_Box.Break" "gamematerial" "L" } // smaller generic hard plastic "plastic" { "base" "Plastic_Box" "audioroughnessfactor" "0.1" "bulletimpact" "Plastic_Box.ImpactHard" } // small med kit, smaller tech items, battery "item" { "base" "Plastic_Box" "density" "900" "bulletimpact" "Plastic_Box.ImpactHard" } // This one is used for puzzles where we want something that floats // but the player can stand on without it sinking beneath the water "floatingstandable" { "base" "dirt" "density" "800" } "sand" { "base" "dirt" "stepleft" "Sand.StepLeft" "stepright" "Sand.StepRight" "bulletimpact" "Sand.BulletImpact" "audioreflectivity" "0.03" } // solid rubber floor mat, solid rubber tire "rubber" { "base" "dirt" "elasticity" "0.2" "friction" "0.8" "stepleft" "Rubber.StepLeft" "stepright" "Rubber.StepRight" "impacthard" "Rubber.ImpactHard" "impactsoft" "Rubber.ImpactSoft" "bulletimpact" "Rubber.BulletImpact" "audioroughnessfactor" "0.1" "audiohardnessfactor" "0.2" } // hollow rubber tire "rubbertire" { "base" "rubber" "bulletimpact" "Rubber_Tire.BulletImpact" "impacthard" "Rubber_Tire.ImpactHard" "impactsoft" "Rubber_Tire.ImpactSoft" // "strain" "Rubber_Tire.Strain" "friction" "1.0" } "jeeptire" { "base" "rubber" "bulletimpact" "Rubber_Tire.BulletImpact" "impacthard" "Rubber_Tire.ImpactHard" "impactsoft" "Rubber_Tire.ImpactSoft" // "strain" "Rubber_Tire.Strain" "friction" "1.337" } "slidingrubbertire" { "base" "rubber" "friction" "0.2" } "brakingrubbertire" { "base" "rubber" "friction" "0.6" } "slidingrubbertire_front" { "base" "rubber" "friction" "0.2" } "slidingrubbertire_rear" { "base" "rubber" "friction" "0.2" } // ----------------------------- // objects // ----------------------------- // glass soda bottle, cup, plate, jar "glassbottle" { "base" "glass" "friction" "0.4" "elasticity" "0.3" "stepleft" "GlassBottle.StepLeft" "stepright" "GlassBottle.StepRight" "impacthard" "GlassBottle.ImpactHard" "impactsoft" "GlassBottle.ImpactSoft" "scraperough" "GlassBottle.ScrapeRough" "scrapesmooth" "GlassBottle.ScrapeSmooth" "bulletimpact" "GlassBottle.BulletImpact" "break" "GlassBottle.Break" } // ceramic jug, mug "pottery" { "base" "glassbottle" "friction" "0.4" "elasticity" "0.3" "impacthard" "Pottery.ImpactHard" "impactsoft" "Pottery.ImpactSoft" "bulletimpact" "Pottery.BulletImpact" "break" "Pottery.Break" } // solid hand grenade "grenade" { "base" "metalpanel" "friction" "0.9" "elasticity" "0.01" "audiohardnessfactor" "1.0" "audioroughnessfactor" "0.4" "stepleft" "Grenade.StepLeft" "stepright" "Grenade.StepRight" "bulletimpact" "Grenade.ImpactHard" "scraperough" "Grenade.ScrapeRough" "scrapesmooth" "Grenade.ScrapeSmooth" "impacthard" "Grenade.ImpactHard" "impactsoft" "Grenade.ImpactSoft" // "roll" "Grenade.Roll" } // large oxygen tank, propane tank, welding tank "canister" { "base" "metalpanel" "impacthard" "Canister.ImpactHard" "impactsoft" "Canister.ImpactSoft" "scraperough" "Canister.ScrapeRough" "scrapesmooth" "Canister.ScrapeSmooth" // "roll" "Canister.Roll" } // larger metal barrel, metal oil drum "metal_barrel" { "base" "metal_box" "impacthard" "Metal_Barrel.ImpactHard" "impactsoft" "Metal_Barrel.ImpactSoft" "bulletimpact" "Metal_Barrel.BulletImpact" // "roll" "Metal_Barrel.Roll" } "floating_metal_barrel" { "base" "metal_barrel" "density" "500" } "plastic_barrel_buoyant" { "base" "plastic_barrel" "density" "150" } // ROLLER NPC "roller" { "base" "metalpanel" "friction" "0.7" "elasticity" "0.3" "impacthard" "Roller.Impact" } // small aluminum can, full "popcan" { "base" "metal_box" "friction" "0.3" "elasticity" "0.99" "impacthard" "Popcan.ImpactHard" "impactsoft" "Popcan.ImpactSoft" "scraperough" "Popcan.ScrapeRough" "scrapesmooth" "Popcan.ScrapeSmooth" "bulletimpact" "Popcan.BulletImpact" // strain // none // break // none } // paint can, smaller metal can "paintcan" { "base" "popcan" "friction" "0.3" "elasticity" "0.99" "impacthard" "Paintcan.ImpactHard" "impactsoft" "Paintcan.ImpactSoft" //"roll" "Paintcan.Roll" // strain // none // break // none } "paper" { "base" "cardboard" } "papercup" { "base" "paper" "friction" "0.8" "elasticity" "0.1" "impacthard" "Papercup.Impact" "scraperough" "Popcan.ScrapeRough" } // accoustic ceiling tiles, sound baffles, crumbly plaster "ceiling_tile" { "base" "cardboard" "stepleft" "ceiling_tile.StepLeft" "stepright" "ceiling_tile.StepRight" "bulletimpact" "ceiling_tile.BulletImpact" "scraperough" "ceiling_tile.ScrapeRough" "scrapesmooth" "ceiling_tile.ScrapeSmooth" "impacthard" "ceiling_tile.ImpactHard" "impactsoft" "ceiling_tile.ImpactSoft" "break" "ceiling_tile.Break" } // weapon models - sounds for when weapons drop // Maybe we'll want specific materials for each weapon? "weapon" { "base" "metal" "stepleft" "weapon.StepLeft" "stepright" "weapon.StepRight" "bulletimpact" "weapon.BulletImpact" "scraperough" "weapon.ScrapeRough" "scrapesmooth" "weapon.ScrapeSmooth" "impacthard" "weapon.ImpactHard" "impactsoft" "weapon.ImpactSoft" } // for invisible collision materials (like sky) "default_silent" { "gamematerial" "X" } // special materials for player controller "player" { "density" "1000" "friction" "0.5" "elasticity" "0.001" // player is soft & smooth for sound selection "audiohardnessfactor" "0.0" "audioroughnessfactor" "0.0" } "player_control_clip" { "gamematerial" "I" } "no_decal" { "density" "900" "gamematerial" "-" } "foliage" { "base" "Wood_Solid" "density" "700" "elasticity" "0.1" "friction" "0.8" "gamematerial" "O" } "gm_bouncy0" { "base" "rubbertire" "elasticity" "3.0" "friction" "0.7" } "gm_bouncy1" { "base" "rubbertire" "elasticity" "3.0" "friction" "0.8" } "gm_bouncy2" { "base" "rubbertire" "elasticity" "1.0" "friction" "0.5" } "gm_lowfriction1" { "base" "default" "friction" "0.2" } "gm_lowfriction2" { "base" "default" "friction" "0.05" } "gm_halfwaterdensity" { "base" "default" "density" "500" }// 357 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_357Handgun" "viewmodel" "models/weapons/v_357.mdl" "playermodel" "models/weapons/w_357.mdl" "anim_prefix" "python" "bucket" "1" "bucket_position" "1" "clip_size" "6" "default_clip" "6" "primary_ammo" "357" "secondary_ammo" "None" "weight" "7" "item_flags" "0" "damage" "75" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_357.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "e" } "weapon_s" { "font" "WeaponIconsSelected" "character" "e" } "ammo" { "font" "WeaponIcons" "character" "q" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Alyx Gun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_AlyxGun" "viewmodel" "models/weapons/W_Alyx_Gun.mdl" "playermodel" "models/weapons/W_Alyx_Gun.mdl" //FIXME: "anim_prefix" "alyxgun" "bucket" "1" "bucket_position" "4" "clip_size" "30" "clip2_size" "-1" "default_clip" "30" "default_clip2" "-1" "primary_ammo" "AlyxGun" "weight" "2" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_Pistol.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Pistol.Single" "single_shot_npc" "Weapon_Pistol.NPC_Single" "special1" "Weapon_Pistol.Special1" "special2" "Weapon_Pistol.Special2" "burst" "Weapon_Pistol.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Annabelle - Grigori's shotgun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Annabelle" "viewmodel" "models/weapons/v_shotgun.mdl" "playermodel" "models/weapons/w_annabelle.mdl" "anim_prefix" "shotgun" "bucket" "2" "bucket_position" "1" "clip_size" "2" "primary_ammo" "357" "secondary_ammo" "None" "weight" "2" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Shotgun.Empty" "reload" "Weapon_Shotgun.Reload" "special1" "Weapon_Shotgun.Special1" "single_shot" "Weapon_Shotgun.Single" "double_shot" "Weapon_Shotgun.Double" // NPC WEAPON SOUNDS "reload_npc" "Weapon_Shotgun.NPC_Reload" "single_shot_npc" "Weapon_Shotgun.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons2" "x" "0" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons2b" "x" "0" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "90" "width" "73" "height" "20" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Assault Rifle 2 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pulse_Rifle" "viewmodel" "models/weapons/v_irifle.mdl" "playermodel" "models/weapons/w_irifle.mdl" "anim_prefix" "ar2" "bucket" "2" "bucket_position" "1" "clip_size" "30" "default_clip" "60" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "AR2" "secondary_ammo" "AR2AltFire" "weight" "5" "item_flags" "0" "damage" "11" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "Weapon_CombineGuard.Special1" "empty" "Weapon_IRifle.Empty" "double_shot" "Weapon_IRifle.Single" "reload" "Weapon_AR2.Reload" "single_shot" "Weapon_AR2.Single" // NPC SECTION "single_shot_npc" "Weapon_AR2.NPC_Single" "reload_npc" "Weapon_AR2.NPC_Reload" "double_shot_npc" "Weapon_AR2.NPC_Double" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "l" } "weapon_s" { "font" "WeaponIconsSelected" "character" "l" } "ammo" { "font" "WeaponIcons" "character" "u" } "ammo2" { "font" "WeaponIcons" "character" "z" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Bug bait WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Bugbait" "viewmodel" "models/weapons/v_bugbait.mdl" "playermodel" "models/weapons/w_bugbait.mdl" "anim_prefix" "Grenade" "bucket" "5" "bucket_position" "0" "clip_size" "0" "clip2_size" "0" "primary_ammo" "None" "secondary_ammo" "None" "default_clip" "0" "default_clip2" "0" "autoswitchto" "0" "autoswitchfrom" "0" "weight" "0" "item_flags" "0" // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "j" } "weapon_s" { "font" "WeaponIconsSelected" "character" "j" } "ammo" { "font" "WeaponIcons" "character" "j" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Citizen package. Not really a weapon, just needs to be a visible model for citizens to open. WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG1" "viewmodel" "models/weapons/w_package.mdl" "playermodel" "models/weapons/w_package.mdl" "anim_prefix" "smg2" "bucket" "2" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons1" "x" "128" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons1b" "x" "128" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Citizen package. Not really a weapon, just needs to be a visible model for citizens to open. WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG1" "viewmodel" "models/weapons/w_suitcase_passenger.mdl" "playermodel" "models/weapons/w_suitcase_passenger.mdl" "anim_prefix" "smg2" "bucket" "2" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons1" "x" "128" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons1b" "x" "128" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Crossbow WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Crossbow" "viewmodel" "models/weapons/v_crossbow.mdl" "playermodel" "models/weapons/w_crossbow.mdl" "anim_prefix" "bow" "bucket" "3" "bucket_position" "1" "clip_size" "1" "default_clip" "5" "primary_ammo" "XBowBolt" "secondary_ammo" "None" "weight" "6" "item_flags" "0" "damage" "100" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_Crossbow.Single" "reload" "Weapon_Crossbow.Reload" "special1" "Weapon_Crossbow.BoltElectrify" "special2" "Weapon_Crossbow.BoltFly" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "g" } "weapon_s" { "font" "WeaponIconsSelected" "character" "g" } "ammo" { "font" "WeaponIcons" "character" "w" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "96" "width" "24" "height" "24" } "zoom" { "font" "Crosshairs" "character" "Q" } "zoom_autoaim" { "file" "sprites/crosshairs" "x" "24" "y" "112" "width" "104" "height" "16" } } }// Crowbar WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Crowbar" "viewmodel" "models/weapons/v_crowbar.mdl" "playermodel" "models/weapons/w_crowbar.mdl" "anim_prefix" "crowbar" "bucket" "0" "bucket_position" "1" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_Crowbar.Single" "melee_hit" "Weapon_Crowbar.Melee_Hit" "melee_hit_world" "Weapon_Crowbar.Melee_HitWorld" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "c" } "weapon_s" { "font" "WeaponIconsSelected" "character" "c" } "ammo" { "font" "WeaponIcons" "character" "c" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Cubemap visualization tool WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Cubemap" "viewmodel" "models/shadertest/envballs.mdl" "playermodel" "models/shadertest/envballs.mdl" "anim_prefix" "envballs" "bucket" "2" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "sprites/w_icons1" "x" "128" "y" "128" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons1b" "x" "128" "y" "128" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Grenade" "viewmodel" "models/weapons/v_grenade.mdl" "playermodel" "models/weapons/w_grenade.mdl" "anim_prefix" "Grenade" "bucket" "4" "bucket_position" "0" "clip_size" "-1" "clip2_size" "-1" "default_clip" "1" "default_clip2" "-1" "primary_ammo" "grenade" "secondary_ammo" "None" "weight" "1" "item_flags" "18" // ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_EXHAUSTIBLE "damage" "150" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "WeaponFrag.Roll" "double_shot" "common/null.wav" "single_shot" "common/null.wav" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "k" } "weapon_s" { "font" "WeaponIconsSelected" "character" "k" } "ammo" { "font" "WeaponIcons" "character" "v" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Physics Gun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_GravityGun" "viewmodel" "models/weapons/v_physcannon.mdl" "playermodel" "models/weapons/w_Physics.mdl" "anim_prefix" "gauss" "bucket" "0" "bucket_position" "3" "clip_size" "0" "clip2_size" "0" "primary_ammo" "None" "secondary_ammo" "None" "default_clip" "0" "default_clip2" "0" "weight" "0" "autoswitchto" "0" "autoswitchfrom" "0" "item_flags" "2" SoundData { // launch held object "single_shot" "Weapon_PhysCannon.Launch" // Ignore? "reload" "Weapon_PhysCannon.Charge" // dry fire - no target "empty" "Weapon_PhysCannon.DryFire" // pick up object "special1" "Weapon_PhysCannon.Pickup" // open claws, target object "special2" "Weapon_PhysCannon.OpenClaws" // close claws, target out of range/invalid "melee_hit" "Weapon_PhysCannon.CloseClaws" // drop object "melee_miss" "Weapon_PhysCannon.Drop" // too heavy "special3" "Weapon_PhysCannon.TooHeavy" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "m" } "weapon_s" { "font" "WeaponIconsSelected" "character" "m" } "ammo" { "file" "sprites/a_icons1" "x" "0" "y" "0" "width" "32" "height" "32" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Physics Gun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Physics Gun" "viewmodel" "models/weapons/v_physcannon.mdl" "playermodel" "models/weapons/w_Physics.mdl" "anim_prefix" "gauss" "bucket" "0" "bucket_position" "5" "clip_size" "1" "clip2_size" "8" "primary_ammo" "None" "secondary_ammo" "Gravity" "default_clip2" "8" "weight" "10" "item_flags" "2" SoundData { "single_shot" "Weapon_Physgun.On" "reload" "Weapon_Physgun.Off" "special1" "Weapon_Physgun.Special1" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "!" } "weapon_s" { "font" "WeaponIconsSelected" "character" "!" } "ammo" { "file" "sprites/a_icons1" "x" "0" "y" "0" "width" "32" "height" "32" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Pistol WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pistol" "viewmodel" "models/weapons/v_pistol.mdl" "playermodel" "models/weapons/w_pistol.mdl" "anim_prefix" "pistol" "bucket" "1" "bucket_position" "0" "clip_size" "18" "primary_ammo" "Pistol" "secondary_ammo" "None" "weight" "2" "item_flags" "0" "damage" "8" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_Pistol.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Pistol.Single" "single_shot_npc" "Weapon_Pistol.NPC_Single" "special1" "Weapon_Pistol.Special1" "special2" "Weapon_Pistol.Special2" "burst" "Weapon_Pistol.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "d" } "weapon_s" { "font" "WeaponIconsSelected" "character" "d" } "ammo" { "font" "WeaponIcons" "character" "p" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Missile Launcher WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_RPG" "viewmodel" "models/weapons/v_rpg.mdl" "playermodel" "models/weapons/w_rocket_launcher.mdl" "anim_prefix" "missile launcher" "bucket" "4" "bucket_position" "1" "autoswitchfrom" "1" "clip_size" "-1" "clip2_size" "-1" "default_clip" "3" "default_clip2" "-1" "primary_ammo" "rpg_round" "secondary_ammo" "None" "weight" "0" "item_flags" "0" "damage" "150" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_RPG.Single" "single_shot_npc" "Weapon_RPG.NPC_Single" //Laser on "special1" "Weapon_RPG.LaserOn" //Laser off "special2" "Weapon_RPG.LaserOff" "empty" "Weapon_SMG1.Empty" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "i" } "weapon_s" { "font" "WeaponIconsSelected" "character" "i" } "ammo" { "font" "WeaponIcons" "character" "x" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Pistol WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Scripted Pistol" "viewmodel" "models/weapons/v_pistol.mdl" "playermodel" "models/weapons/w_pistol.mdl" "anim_prefix" "pistol" "bucket" "1" "bucket_position" "0" "clip_size" "18" "primary_ammo" "Pistol" "secondary_ammo" "None" "weight" "2" "item_flags" "0" "damage" "8" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_Pistol.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Pistol.Single" "single_shot_npc" "Weapon_Pistol.NPC_Single" "special1" "Weapon_Pistol.Special1" "special2" "Weapon_Pistol.Special2" "burst" "Weapon_Pistol.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "d" } "weapon_s" { "font" "WeaponIconsSelected" "character" "d" } "ammo" { "font" "WeaponIcons" "character" "p" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Shotgun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Shotgun" "viewmodel" "models/weapons/v_shotgun.mdl" "playermodel" "models/weapons/w_shotgun.mdl" "anim_prefix" "shotgun" "bucket" "3" "bucket_position" "0" "clip_size" "6" "primary_ammo" "Buckshot" "secondary_ammo" "None" "weight" "4" "item_flags" "0" "damage" "9" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Shotgun.Empty" "reload" "Weapon_Shotgun.Reload" "special1" "Weapon_Shotgun.Special1" "single_shot" "Weapon_Shotgun.Single" "double_shot" "Weapon_Shotgun.Double" // NPC WEAPON SOUNDS "reload_npc" "Weapon_Shotgun.NPC_Reload" "single_shot_npc" "Weapon_Shotgun.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "b" } "weapon_s" { "font" "WeaponIconsSelected" "character" "b" } "ammo" { "font" "WeaponIcons" "character" "s" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// Slam WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SLAM" "viewmodel" "models/weapons/v_slam.mdl" "playermodel" "models/weapons/w_slam.mdl" "anim_prefix" "slam" "bucket" "4" "bucket_position" "2" "clip_size" "3" "primary_ammo" "None" "secondary_ammo" "slam" "default_clip2" "3" "weight" "1" "item_flags" "2" // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "o" } "weapon_s" { "font" "WeaponIconsSelected" "character" "o" } "ammo" { "font" "WeaponIcons" "character" "o" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// Small Machine Gun 1 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG1" "viewmodel" "models/weapons/v_smg1.mdl" "playermodel" "models/weapons/w_smg1.mdl" //FIXME: "anim_prefix" "smg2" "bucket" "2" "bucket_position" "0" "clip_size" "45" "clip2_size" "-1" "default_clip" "45" "default_clip2" "-1" "primary_ammo" "SMG1" "secondary_ammo" "SMG1_Grenade" "weight" "3" "item_flags" "0" "damage" "5" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_SMG1.Reload" "reload_npc" "Weapon_SMG1.NPC_Reload" "empty" "Weapon_SMG1.Empty" "single_shot" "Weapon_SMG1.Single" "single_shot_npc" "Weapon_SMG1.NPC_Single" "special1" "Weapon_SMG1.Special1" "special2" "Weapon_SMG1.Special2" "double_shot" "Weapon_SMG1.Double" "burst" "Weapon_SMG1.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "a" } "weapon_s" { "font" "WeaponIconsSelected" "character" "a" } "ammo" { "font" "WeaponIcons" "character" "r" } "ammo2" { "font" "WeaponIcons" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }// stunstick WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_StunBaton" "viewmodel" "models/weapons/v_stunstick.mdl" "playermodel" "models/weapons/w_stunbaton.mdl" "anim_prefix" "stunbaton" "bucket" "0" "bucket_position" "2" "clip_size" "-1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Weapon_StunStick.Swing" "melee_miss" "Weapon_StunStick.Melee_Miss" "melee_hit" "Weapon_StunStick.Melee_Hit" "melee_hit_world" "Weapon_StunStick.Melee_HitWorld" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "n" } "weapon_s" { "font" "WeaponIconsSelected" "character" "n" } "ammo" { "font" "WeaponIcons" "character" "n" } "ammo2" { "file" "sprites/640hud7" "x" "48" "y" "72" "width" "24" "height" "24" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "48" "y" "72" "width" "24" "height" "24" } } }// 357 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#GM_ToolWeapon" "viewmodel" "models/weapons/v_crossbow.mdl" "playermodel" "models/weapons/w_crossbow.mdl" "anim_prefix" "python" "bucket" "-1" "bucket_position" "-1" "clip_size" "1" "default_clip" "1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" "damage" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_357.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "e" } "weapon_s" { "font" "WeaponIconsSelected" "character" "e" } "ammo" { "font" "WeaponIcons" "character" "q" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }"admin" { "title" "Server Admin" "controls" { "slider" { "label" "Physics Slow Motion" "name" "phys_timescale" "min" "0" "max" "2" } "slider" { "label" "Gravity" "name" "sv_gravity" "min" "-1000" "max" "1000" } "slider" { "label" "Wind X" "name" "sv_gravityx" "min" "-1000" "max" "1000" } "slider" { "label" "Wind Y" "name" "sv_gravityy" "min" "-1000" "max" "1000" } "toggle" { "label" "Player Damage" "name" "gm_sv_playerdamage" } "toggle" { "label" "Player v Player Damage" "name" "gm_sv_pvpdamage" } "toggle" { "label" "Team Damage" "name" "gm_sv_teamdamage" } "toggle" { "label" "Allow Spawning" "name" "gm_sv_allowspawning" } "toggle" { "label" "Allow Toolgun" "name" "gm_sv_allowmultigun" } "toggle" { "label" "Allow Physgun" "name" "gm_sv_allowphysgun" } "toggle" { "label" "All Weapons" "name" "gm_sv_allweapons" } "toggle" { "label" "Allow Ignite" "name" "gm_sv_allowignite" } "toggle" { "label" "Allow 'noclip' Command" "name" "gm_sv_noclip" } "toggle" { "label" "Allow NPC spawning" "name" "gm_sv_allownpc" } "toggle" { "label" "Allow Lamps" "name" "gm_sv_allowlamps" } "button" { "name" "Apply Changes" "label" "Apply Changes" "command" "gm_sv_setrules" } } }"axis" { "title" "Axis Constraint Mode Settings" "controls" { "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_axis_forcelimit" "min" "0" "max" "50000" } "slider" { "label" "Hinge Friction" "name" "gm_weld_axis_friction" "min" "0" "max" "100" } "Toggle" { "label" "Don't Collide" "name" "gm_weld_axis_nocollide" } } } "balloon" { "title" "Balloon Mode Settings" "controls" { "slider" { "label" "Balloon Power" "name" "gm_balloon_power" "min" "0.0" "max" "5000.0f" } "toggle" { "label" "Reverse Power" "name" "gm_balloon_reverse" } "slider" { "label" "Rope Type" "name" "gm_balloon_rope_type" "min" "1" "max" "5" "integer" "1" } "slider" { "label" "Rope Width" "name" "gm_balloon_rope_width" "min" "0" "max" "10" } "slider" { "label" "Rope length" "name" "gm_balloon_rope_length" "min" "0" "max" "100" } "slider" { "label" "Rope Force Limit (in lbs)" "name" "gm_balloon_rope_forcelimit" "min" "0" "max" "50000" } "toggle" { "label" "Explosive" "name" "gm_balloon_explode" } } } "ballsocket" { "title" "Ballsocket Settings" "controls" { "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_ball_forcelimit" "min" "0" "max" "50000" } "Toggle" { "label" "Don't Collide" "name" "gm_weld_ball_nocollide" } } } "ballez" { "title" "Easy Ball Mode Settings" "controls" { "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_ballez_forcelimit" "min" "0" "max" "50000" } "Toggle" { "label" "Don't Collide" "name" "gm_weld_ballez_nocollide" } } } "camera" { "title" "Camera Mode/Settings" "controls" { "button" { "name" "Normal Camera" "label" "Normal Camera" "command" "gm_toolmode 22" } "smalltext" { "name" "helptext" "label" "Zoom in/out using the right mouse button and take photos using the left. Photos are saved in the gmod/screenshots folder." "tall" "40" } "button" { "name" "Static Camera" "label" "Static Camera" "command" "gm_toolmode 30" } "smalltext" { "name" "helptext" "label" "Place by pressing fire then look through it by pressing 9." "tall" "40" } "button" { "name" "Spawn Prop Camera" "label" "Spawn Prop Camera" "command" "gm_make_propcam" } "smalltext" { "name" "helptext" "label" "Look through it by pressing 0." "tall" "30" } "button" { "name" "View Camera" "label" "View Camera" "command" "gm_toolmode 31" } "smalltext" { "name" "helptext" "label" "Fire at an object then view througfh that objects eyes by holding down 8." "tall" "40" } } } "clean" { "title" "Clean up your.." "controls" { "button" { "label" "Remove all my stuff" "command" "gm_remove_all" } "columns" "2" "button" { "label" "Thrusters" "command" "gm_remove_my thrusters" } "button" { "label" "Ragdolls" "command" "gm_remove_my ragdolls" } "button" { "label" "Props" "command" "gm_remove_my props" } "button" { "label" "Balloons" "command" "gm_remove_my balloons" } "button" { "label" "Effects" "command" "gm_remove_my effects" } "button" { "label" "Sprites" "command" "gm_remove_my sprites" } "button" { "label" "Emitters" "command" "gm_remove_my emitters" } "button" { "label" "Wheels" "command" "gm_remove_my wheels" } "button" { "label" "NPCs" "command" "gm_remove_my npcs" } "button" { "label" "Dynamite" "command" "gm_remove_my dynamite" } "columns" "1" } } "colour" { "title" "Colour Settings" "controls" { "slider" { "label" "Red" "name" "gm_colourset_r" "min" "0" "max" "255" } "slider" { "label" "Green" "name" "gm_colourset_g" "min" "0" "max" "255" } "slider" { "label" "Blue" "name" "gm_colourset_b" "min" "0" "max" "255" } "slider" { "label" "Alpha" "name" "gm_colourset_a" "min" "0" "max" "255" } "colour" { "red" "gm_colourset_r" "green" "gm_colourset_g" "blue" "gm_colourset_b" "alpha" "gm_colourset_a" } "keyvaluecombobox" { "label" "Render Mode" "name" "gm_colourset_rm" "kvfile" "settings/gmod_rendermodes.txt" "OpenOffsetY" "-100" "usevalues" "1" } "keyvaluecombobox" { "label" "Render FX" "name" "gm_colourset_fx" "kvfile" "settings/gmod_renderfx.txt" "OpenOffsetY" "-130" "usevalues" "1" } } } "dynamite" { "title" "Dynamite Settings" "controls" { "button" { "label" "Explode!" "command" "gm_Explode" } "smalltext" { "label" "You can also press x (default) to start your dynamite explosions." "tall" "30" } "slider" { "label" "Explosion Delay (seconds)" "name" "gm_dynamite_delay" "min" "0" "max" "360" } "slider" { "label" "Explosion Delay Add" "name" "gm_dynamite_delay_add" "min" "0" "max" "10" } "smalltext" { "name" "helptext" "label" "If set your next TNT will explode this many seconds after the last one." "tall" "40" } } }"emitter" { "title" "Emitter Settings" "controls" { "slider" { "label" "Type" "name" "gm_emitter_type" "min" "0" "max" "10" "integer" "1" } "slider" { "label" "Delay" "name" "gm_emitter_delay" "min" "0.01f" "max" "3.0f" } } } "facepose" { "title" "Expression Settings" "controls" { "keyvaluecombobox" { "label" "Expression" "name" "expression" "kvfile" "settings/gmod_expressions.txt" "OpenOffsetY" "-160" } "button" { "label" "Randomise" "command" "randomise" } "slider" { "label" "Multiply" "name" "gm_facescale" "min" "0" "max" "10" } "special_facepose" { } } }"ignite" { "title" "Ignite Settings" "controls" { "slider" { "label" "Burn Length (seconds)" "name" "gm_firelength" "min" "1" "max" "360" } } } "magnetise" { "title" "Magnet Settings" "controls" { "slider" { "label" "Magnet Strength" "name" "gm_magnetstrength" "min" "10" "max" "100000" } } } "material" { "title" "Material Settings" "controls" { "keyvaluecombobox" { "label" "Material" "name" "gm_matmode" "kvfile" "settings/gmod_materials.txt" "OpenOffsetY" "-230" } } }"nail" { "title" "Nailgun Mode Settings" "controls" { "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_nail_forcelimit" "min" "0" "max" "50000" } "Toggle" { "label" "Don't Collide" "name" "gm_weld_nail_nocollide" } } } "npc" { "title" "NPC Spawning" "controls" { "toggle" { "label" "Enable/Disable AI" "name" "ai_disable" } "keyvaluecombobox" { "label" "Weapon to give AI" "name" "ai_spawn_presets" "kvfile" "settings/cp_npc_weapons.txt" "OpenOffsetY" "-50" "multisetting" "1" } "smalltext" { "name" "helptext" "label" "Some NPCs can't use some weapons" "tall" "20" } "columns" "2" // this only applies to buttons at the moment "button" { "label" "Combine Regular" "command" "npc_create npc_combine" } "button" { "label" "Combine Prison" "command" "npc_create npc_combine_p" } "button" { "label" "Combine Elite" "command" "npc_create npc_combine_e" } "button" { "label" "Metro Police" "command" "npc_create npc_metropolice" } "button" { "label" "Monk" "command" "npc_create npc_monk" } "button" { "label" "Alyx" "command" "npc_create npc_alyx" } "button" { "label" "Barney" "command" "npc_create npc_barney" } "button" { "label" "Citizen" "command" "npc_create npc_citizen" } "button" { "label" "Refugee" "command" "npc_create npc_citizen_refugee" } "button" { "label" "Rebel" "command" "npc_create npc_citizen_rebel" } "button" { "label" "Vortigaunt" "command" "npc_create npc_vortigaunt" } "button" { "label" "DOG" "command" "npc_create npc_dog_play" } "button" { "label" "Antlion" "command" "npc_create npc_antlion" } "button" { "label" "Ant Guard" "command" "npc_create npc_antlionguard" } "button" { "label" "Fast Zombie" "command" "npc_create npc_fastzombie" } "button" { "label" "Poison Zombie" "command" "npc_create npc_poisonzombie" } "button" { "label" "Zombie" "command" "npc_create npc_zombie" } "button" { "label" "Zombie Half" "command" "npc_create npc_zombie_torso" } "button" { "label" "Headcrab" "command" "npc_create npc_headcrab" } "button" { "label" "Headcrab Black" "command" "npc_create npc_headcrab_black" } "button" { "label" "Headcrab Fast" "command" "npc_create npc_headcrab_fast" } "button" { "label" "Headcrab Poison" "command" "npc_create npc_headcrab_poison" } "button" { "label" "Manhack" "command" "npc_create npc_manhack" } "button" { "label" "City Scanner" "command" "npc_create npc_cscanner" } "button" { "label" "Shield Scanner" "command" "npc_create npc_sscanner" } "button" { "label" "Turret" "command" "npc_create npc_turret_floor" } "button" { "label" "Rollermine" "command" "npc_create npc_rollermine" } "button" { "label" "Crow" "command" "npc_create npc_crow" } "button" { "label" "Pigeon" "command" "npc_create npc_pigeon" } "button" { "label" "Seagull" "command" "npc_create npc_seagull" } } } "null" { "title" "" } "overlay" { "title" "Material Screen Overlay" "controls" { "keyvaluecombobox" { "label" "Material" "name" "pp_overlay" "kvfile" "settings/gmod_overlay.txt" "OpenOffsetY" "-150" } // todo: find more **** to put here "slider" { "label" "Refract Amount" "name" "pp_overlay_refractamount" "min" "-1" "max" "1" } } } "paint" { "title" "Paint Settings" "controls" { "keyvaluecombobox" { "label" "Paint" "name" "gm_paintmode" "kvfile" "settings/gmod_paint.txt" "OpenOffsetY" "-320" } } } "pproperties" { "title" "Physical Properties" "controls" { "keyvaluecombobox" { "label" "Property" "name" "gm_phys_property_mode" "kvfile" "settings/gmod_physproperties.txt" "OpenOffsetY" "-40" } } } "bloom" { "title" "Bloom Settings" // Title shows on top of the panel // "resourcefile" "resource/ui/context_bloom.res" // You can override the layout using a res file if you feel the need "controls" // Lists the controls to add to our control { "toggle" { "label" "Bloom On" "name" "pp_bloom" // the control should share the name with the console variable it wants to change } "keyvaluecombobox" { "label" "Presets" "name" "pp_bloom_presets" // name isn't important here "kvfile" "settings/gmod_bloompresets.txt" "OpenOffsetY" "0" "multisetting" "1" } "slider" { "label" "Passes" "name" "pp_bloom_blurpasses" "min" "0" "max" "5" "integer" "1" } "slider" { "label" "Darken" "name" "pp_bloom_darken" "min" "0" "max" "1" } "slider" { "label" "Multiply" "name" "pp_bloom_multiply" "min" "0" "max" "10.0" } "slider" { "label" "Colour" "name" "pp_bloom_colour" "min" "0" "max" "5" } "slider" { "label" "Size H" "name" "pp_bloom_sizeh" "min" "0" "max" "20" } "slider" { "label" "Size V" "name" "pp_bloom_sizev" "min" "0" "max" "20" } } }"colourmodify" { "title" "Colour Settings" "controls" { "toggle" { "label" "ColourMod On" "name" "pp_colour" } "keyvaluecombobox" { "label" "Presets" "name" "pp_colour_presets" // name isn't important here "kvfile" "settings/gmod_colourmod.txt" "OpenOffsetY" "-50" "multisetting" "1" } "slider" { "label" "Colour" "name" "pp_colour_colour" "min" "-5" "max" "5" } "slider" { "label" "Brightness" "name" "pp_colour_brightness" "min" "-2" "max" "2" } "slider" { "label" "Contrast" "name" "pp_colour_contrast" "min" "0" "max" "5" } "slider" { "label" "Red Add" "name" "pp_colour_addr" "min" "-1" "max" "1" } "slider" { "label" "Green Add" "name" "pp_colour_addg" "min" "-1" "max" "1" } "slider" { "label" "Blue Add" "name" "pp_colour_addb" "min" "-1" "max" "1" } "slider" { "label" "Red Multiply" "name" "pp_colour_mulr" "min" "-5" "max" "5" } "slider" { "label" "Green Multiply" "name" "pp_colour_mulg" "min" "-5" "max" "5" } "slider" { "label" "Blue Multiply" "name" "pp_colour_mulb" "min" "-5" "max" "5" } } } "dof" { "title" "Depth of Field" "controls" { "toggle" { "label" "DoF On" "name" "pp_dof" } "slider" { "label" "Sprites" "name" "pp_dof_passes" "min" "1" "max" "6" "integer" "1" } "slider" { "label" "Spacing" "name" "pp_dof_spacing" "min" "50" "max" "1000" } "slider" { "label" "Start Distance" "name" "pp_dof_initialspace" "min" "1" "max" "5000" } "slider" { "label" "Size" "name" "pp_dof_size" "min" "100" "max" "1000" } } } "fog" { "title" "Fog Settings" // Title shows on top of the panel "controls" // Lists the controls to add to our control { "toggle" { "label" "Fog On" "name" "fog_override" // the control should share the name with the console variable it wants to change } "slider" { "label" "Fog Start" "name" "fog_start" "min" "0" "max" "5000" } "slider" { "label" "Fog End" "name" "fog_end" "min" "0" "max" "10000" } "slider" { "label" "Red" "name" "fog_color_r" "min" "0" "max" "255" } "slider" { "label" "Green" "name" "fog_color_g" "min" "0" "max" "255" } "slider" { "label" "Blue" "name" "fog_color_b" "min" "0" "max" "255" } "slider" { "label" "Skybox Fog Start" "name" "fog_startskybox" "min" "0" "max" "5000" } "slider" { "label" "Skybox Fog End" "name" "fog_endskybox" "min" "0" "max" "10000" } "slider" { "label" "Skybox Red" "name" "fog_colorskybox_r" "min" "0" "max" "255" } "slider" { "label" "Skybox Green" "name" "fog_colorskybox_g" "min" "0" "max" "255" } "slider" { "label" "Skybox Blue" "name" "fog_colorskybox_b" "min" "0" "max" "255" } } }"motionblur" { "title" "Motion Blur Settings" // Title shows on top of the panel "controls" // Lists the controls to add to our control { "toggle" { "label" "Motion Blur On" "name" "pp_motionblur" // the control should share the name with the console variable it wants to change } "slider" { "label" "Add Alpha" "name" "pp_motionblur_addalpha" "min" "0.001" "max" "1.0" } "slider" { "label" "Draw Alpha" "name" "pp_motionblur_drawalpha" "min" "0" "max" "1" } "slider" { "label" "Add Delay" "name" "pp_motionblur_time" "min" "0" "max" "0.5" } } } "pulley" { "title" "Pulley Mode Settings" "controls" { "slider" { "label" "Rope Type" "name" "gm_weld_pulley_type" "min" "1" "max" "5" "integer" "1" } "slider" { "label" "Rope Width" "name" "gm_weld_pulley_width" "min" "0.2" "max" "10" } "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_pulley_forcelimit" "min" "0" "max" "50000" } "toggle" { "label" "Rigid" "name" "gm_weld_pulley_rigid" } } } "rendertarget" { "title" "Render Target" "controls" { "Toggle" { "label" "Show on HUD" "name" "gm_rendertarget_on" } "slider" { "label" "Position X" "name" "gm_rendertarget_x" "min" "0" "max" "1" } "slider" { "label" "Position Y" "name" "gm_rendertarget_y" "min" "0" "max" "1" } "slider" { "label" "Scale X" "name" "gm_rendertarget_sx" "min" "0" "max" "1" } "slider" { "label" "Scale Y" "name" "gm_rendertarget_sy" "min" "0" "max" "1" } } } "rope" { "title" "Rope Mode Settings" "controls" { "slider" { "label" "Rope Type" "name" "gm_weld_rope_type" "min" "1" "max" "5" "integer" "1" } "slider" { "label" "Rope Width" "name" "gm_weld_rope_width" "min" "0.2" "max" "10" } "slider" { "label" "Extra rope length" "name" "gm_weld_rope_length" "min" "-100" "max" "100" } "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_rope_forcelimit" "min" "0" "max" "50000" } "toggle" { "label" "Rigid Rope" "name" "gm_weld_rope_rigid" } } } "slider" { "title" "Slider Mode Settings" "controls" { "slider" { "label" "Rail Type" "name" "gm_weld_slider_type" "min" "1" "max" "5" "integer" "1" } "slider" { "label" "Rail Width" "name" "gm_weld_slider_width" "min" "0.0" "max" "10" } "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_slider_forcelimit" "min" "0" "max" "50000" } "slider" { "label" "Friction" "name" "gm_weld_slider_friction" "min" "0" "max" "1000" } } } "spring" { "title" "Elastic Mode Settings" "controls" { "slider" { "label" "Spring Damping" "name" "gm_weld_spr_damping" "min" "0" "max" "40" } "slider" { "label" "Spring Strength" "name" "gm_weld_spr_springy" "min" "0" "max" "5000" } "slider" { "label" "Rope Type" "name" "gm_weld_spr_type" "min" "1" "max" "5" "integer" "1" } "slider" { "label" "Rope Width" "name" "gm_weld_spr_width" "min" "0.2" "max" "10" } "slider" { "label" "Extra rope length" "name" "gm_weld_spr_length" "min" "-100" "max" "100" } "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_spr_forcelimit" "min" "0" "max" "50000" } "toggle" { "label" "Rigid Rope" "name" "gm_weld_spr_rigid" } } } "sprite" { "title" "Sprite Settings" "controls" { "slider" { "label" "Sprite" "name" "gm_sprite_id" "min" "0" "max" "35" "integer" "1" } "slider" { "label" "Sprite Scale" "name" "gm_sprite_size" "min" "0.05f" "max" "10.0f" } "slider" { "label" "Red" "name" "gm_sprite_colour_r" "min" "0" "max" "255" "integer" "1" } "slider" { "label" "Green" "name" "gm_sprite_colour_g" "min" "0" "max" "255" "integer" "1" } "slider" { "label" "Blue" "name" "gm_sprite_colour_b" "min" "0" "max" "255" "integer" "1" } "slider" { "label" "Alpha" "name" "gm_sprite_colour_a" "min" "0" "max" "255" "integer" "1" } "keyvaluecombobox" { "label" "Render Mode" "name" "gm_sprite_rm" "kvfile" "settings/gmod_rendermodes.txt" "OpenOffsetY" "-100" "usevalues" "1" } "keyvaluecombobox" { "label" "Render FX" "name" "gm_sprite_rfx" "kvfile" "settings/gmod_renderfx.txt" "OpenOffsetY" "-130" "usevalues" "1" } } } "thruster" { "title" "Thruster Mode Settings" "resourcefile" "resource/ui/context_thrust.res" "controls" { "button" { "name" "tb_0" "label" "0" "command" "gm_thrust_key 0; gm_toolmode 23;" } "button" { "name" "tb_1" "label" "1" "command" "gm_thrust_key 1; gm_toolmode 23;" } "button" { "name" "tb_2" "label" "2" "command" "gm_thrust_key 2; gm_toolmode 23;" } "button" { "name" "tb_3" "label" "3" "command" "gm_thrust_key 3; gm_toolmode 23;" } "button" { "name" "tb_4" "label" "4" "command" "gm_thrust_key 4; gm_toolmode 23;" } "button" { "name" "tb_5" "label" "5" "command" "gm_thrust_key 5; gm_toolmode 23;" } "button" { "name" "tb_6" "label" "6" "command" "gm_thrust_key 6; gm_toolmode 23;" } "button" { "name" "tb_7" "label" "7" "command" "gm_thrust_key 7; gm_toolmode 23;" } "button" { "name" "tb_8" "label" "8" "command" "gm_thrust_key 8; gm_toolmode 23;" } "button" { "name" "tb_9" "label" "9" "command" "gm_thrust_key 9; gm_toolmode 23;" } "slider" { "label" "Thruster Power" "name" "gm_thrust_power" "min" "1" "max" "30000" } "toggle" { "label" "Play Thruster Sounds" "name" "gm_thruster_sounds" } } } "weld" { "title" "Weld Mode Settings" "controls" { "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_weld_forcelimit" "min" "0" "max" "50000" } "Toggle" { "label" "Don't Collide" "name" "gm_weld_weld_nocollide" } } } "weldez" { "title" "Easy Weld Mode Settings" "controls" { "slider" { "label" "Force Limit (in lbs)" "name" "gm_weld_weldez_forcelimit" "min" "0" "max" "50000" } "Toggle" { "label" "Don't Collide" "name" "gm_weld_weldez_nocollide" } } } "wheel" { "title" "Wheel Gun" "controls" { "keyvaluecombobox" { "label" "Wheel Type" "name" "gmod_wheels" "kvfile" "settings/gmod_wheels.txt" "OpenOffsetY" "-100" "multisetting" "1" } "slider" { "label" "Wheel Torque" "name" "gm_wheel_torque" "min" "-10000" "max" "10000" } "smalltext" { "name" "helptext" "label" "Control wheels with PAGE UP (forwards) and PAGE DOWN (backwards). You can press use (E) on a wheel to reverse the direction." "tall" "55" } "button" { "label" "All Wheels On" "command" "gm_wheel_allon" } "button" { "label" "All Wheels Off" "command" "gm_wheel_alloff" } "slider" { "label" "Force Limit (in lbs)" "name" "gm_wheel_forcelimit" "min" "0" "max" "50000" } "slider" { "label" "Wheel Friction" "name" "gm_wheel_friction" "min" "0" "max" "100" } "Toggle" { "label" "Don't Collide" "name" "gm_wheel_nocollide" } } } "NPC Weapons" { "Crowbar" { "npc_create_equipment" "weapon_crowbar" } "Stunstick" { "npc_create_equipment" "weapon_stunstick" } "Pistol" { "npc_create_equipment" "weapon_pistol" } "SMG" { "npc_create_equipment" "weapon_smg1" } "AR2" { "npc_create_equipment" "weapon_ar2" } "Shotgun" { "npc_create_equipment" "weapon_shotgun" } "Annabelle" { "npc_create_equipment" "weapon_annabelle" } "Alyx's gun" { "npc_create_equipment" "weapon_alyxgun" } "Package" { "npc_create_equipment" "weapon_citizenpackage" } "Suitcase" { "npc_create_equipment" "weapon_citizensuitcase" } } // These files are server side // Changes to these files will only effect a server that you create "Jeep" { // The classname of the entity you're going to spawn. "classname" "prop_vehicle_airboat" // the type of entity - this is for the server limit stuff.. and if you don't set it // player will be able to spawn an unlimited amount of these on your server! // Valid values are "vehicle", "prop", "ragdoll" or "effect" "type" "vehicle" // These are any keyvalues that you can assign to an entity normally "keyvalues" { "model" "models/airboat.mdl" "vehiclescript" "scripts/vehicles/airboat.txt" "solid" "6" } }"cannister" { "classname" "physics_cannister" "type" "prop" "keyvalues" { "model" "models/props_c17/canister01a.mdl" "gassound" "ambient/gas/cannister_loop.wav" "fuel" "60" "thrust" "5000" "health" "300" "rendercolor" "255 255 255" "renderamt" "100" } } // These files are server side // Changes to these files will only effect a server that you create "Jeep" { // The classname of the entity you're going to spawn. "classname" "prop_vehicle_jeep" // the type of entity - this is for the server limit stuff.. and if you don't set it // player will be able to spawn an unlimited amount of these on your server! // Valid values are "vehicle", "prop", "ragdoll" or "effect" "type" "vehicle" // These are any keyvalues that you can assign to an entity normally "keyvalues" { "model" "models/buggy.mdl" "vehiclescript" "scripts/vehicles/jeep_test.txt" "solid" "6" } }"Lamp" { "classname" "prop_flashlight" "type" "prop" "keyvalues" { "model" "models/props_wasteland/prison_lamp001c.mdl" } } // These files are server side // Changes to these files will only effect a server that you create "Jeep" { // The classname of the entity you're going to spawn. "classname" "prop_vehicle_prisoner_pod" // the type of entity - this is for the server limit stuff.. and if you don't set it // player will be able to spawn an unlimited amount of these on your server! // Valid values are "vehicle", "prop", "ragdoll" or "effect" "type" "vehicle" // These are any keyvalues that you can assign to an entity normally "keyvalues" { "model" "models/vehicles/prisoner_pod.mdl" "vehiclescript" "scripts/vehicles/prisoner_pod.txt" "solid" "6" } }"gmod_bloompresets" { "Default" { "pp_bloom_levelr" "1.0" "pp_bloom_levelg" "1.0" "pp_bloom_levelb" "1.0" "pp_bloom_colour" "0.75" "pp_bloom_sizeh" "6.0" "pp_bloom_sizev" "6.0" "pp_bloom_darken" "0.35" "pp_bloom_multiply" "0.9" "pp_bloom_blurpasses" "2" } "8 Bit" { "pp_bloom_levelr" "1.0" "pp_bloom_levelg" "1.0" "pp_bloom_levelb" "1.0" "pp_bloom_colour" "3.3" "pp_bloom_sizeh" "6.0" "pp_bloom_sizev" "6.0" "pp_bloom_darken" "0.18" "pp_bloom_multiply" "1.20" "pp_bloom_blurpasses" "0" } "FarCry" { "pp_bloom_levelr" "1.0" "pp_bloom_levelg" "1.0" "pp_bloom_levelb" "1.0" "pp_bloom_colour" "2.4" "pp_bloom_sizeh" "9.0" "pp_bloom_sizev" "9.0" "pp_bloom_darken" "0.35" "pp_bloom_multiply" "1.93" "pp_bloom_blurpasses" "2" } "Silent Hill" { "pp_bloom_levelr" "1.0" "pp_bloom_levelg" "1.0" "pp_bloom_levelb" "1.0" "pp_bloom_colour" "0.0" "pp_bloom_sizeh" "6.0" "pp_bloom_sizev" "6.0" "pp_bloom_darken" "0.35" "pp_bloom_multiply" "1.30" "pp_bloom_blurpasses" "1" } }"gmod_colourmod.txt" { "Normal" { "pp_colour_addr" "0" "pp_colour_addg" "0" "pp_colour_addb" "0" "pp_colour_brightness" "0" "pp_colour_contrast" "1" "pp_colour_colour" "1" "pp_colour_mulr" "0" "pp_colour_mulg" "0" "pp_colour_mulb" "0" } "Inverted" { "pp_colour_addr" "0" "pp_colour_addg" "0" "pp_colour_addb" "0" "pp_colour_brightness" "0" "pp_colour_contrast" "1" "pp_colour_colour" "-1" "pp_colour_mulr" "0" "pp_colour_mulg" "0" "pp_colour_mulb" "0" } "Greyscale" { "pp_colour_addr" "0" "pp_colour_addg" "0" "pp_colour_addb" "0" "pp_colour_brightness" "0" "pp_colour_contrast" "1" "pp_colour_colour" "0" "pp_colour_mulr" "0" "pp_colour_mulg" "0" "pp_colour_mulb" "0" } "In The Matrix" { "pp_colour_addr" "-0.15" "pp_colour_addg" "0.07" "pp_colour_addb" "-0.06" "pp_colour_brightness" "-0.08" "pp_colour_contrast" "1.3" "pp_colour_colour" "0.7" "pp_colour_mulr" "-0.5" "pp_colour_mulg" "0.1" "pp_colour_mulb" "-0.5" } "Old Western" { "pp_colour_addr" "0.0" "pp_colour_addg" "-0.1" "pp_colour_addb" "-1.0" "pp_colour_brightness" "0.17" "pp_colour_contrast" "1.05" "pp_colour_colour" "0.3" "pp_colour_mulr" "0" "pp_colour_mulg" "0" "pp_colour_mulb" "0" } "Night Vision" { "pp_colour_addr" "-1.0" "pp_colour_addg" "0.0" "pp_colour_addb" "-1.0" "pp_colour_brightness" "0.02" "pp_colour_contrast" "5.00" "pp_colour_colour" "1.00" "pp_colour_mulr" "0" "pp_colour_mulg" "0" "pp_colour_mulb" "0" } "Artist's Impression" { "pp_colour_addr" "0" "pp_colour_addg" "0" "pp_colour_addb" "0" "pp_colour_brightness" "-0.1" "pp_colour_contrast" "5" "pp_colour_colour" "0" "pp_colour_mulr" "0" "pp_colour_mulg" "0" "pp_colour_mulb" "0" } }// // this defines all the preset expressions for the face poser // // It only changes the parts you tell it to change // // I did most of my testing on Mossman - here's all the flex names from her (I think) // // // // EYE LIDS: // "right_lid_raiser" // "left_lid_raiser" // "right_lid_tightener" // "left_lid_tightener" // "right_lid_droop" // "left_lid_droop" // "right_lid_closer" // "left_lid_closer" // "half_closed" // "blink" // // EYE BROWS: // "right_inner_raiser" // "left_inner_raiser" // "right_outer_raiser" // "left_outer_raiser" // "right_lowerer" // "left_lowerer" // // CHEEKS // "right_cheek_raiser" // "left_cheek_raiser" // // NOSE (?): // "wrinkler" // "dilator" // // MOUTH: // "right_upper_raiser" // "left_upper_raiser" // "right_corner_puller" // "left_corner_puller" // "right_corner_depressor" // "left_corner_depressor" // "chin_raiser" // "right_part" // "left_part" // "right_puckerer" // "left_puckerer" // "right_funneler" // "left_funneler" // "right_stretcher" // "left_stretcher" // "bite" // "presser" // "tightener" // "jaw_clencher" // "jaw_drop" // "right_mouth_drop" // "left_mouth_drop" // "smile" // "lower_lip" // // RUBBISH: // "head_rightleft" // "head_updown" // "head_tilt" // "eyes_updown" // "eyes_rightleft" // "body_rightleft" // "chest_rightleft" // "head_forwardback" // "gesture_updown" // "gesture_rightleft" "gmod_expressions.txt" { "Mouth: Normal" { "right_puckerer" "0" "left_puckerer" "0" "right_corner_puller" "0" "left_corner_puller" "0" "left_upper_raiser" "0" "right_upper_raiser" "0" "right_cheek_raiser" "0" "left_cheek_raiser" "0" "right_funneler" "0" "left_funneler" "0" "left_corner_depressor" "0" "right_corner_depressor" "0" "right_mouth_drop" "0" "left_mouth_drop" "0" "jaw_drop" "0" "chin_raiser" "0" "jaw_clencher" "0" "tightener" "0" "smile" "0" "lower_lip" "0" "left_stretcher" "0" "right_stretcher" "0" "right_part" "0" "left_part" "0" "bite" "0" "presser" "0" } "Mouth: Sad" { "right_puckerer" "0" "left_puckerer" "0" "right_corner_puller" "0" "left_corner_puller" "0" "left_upper_raiser" "1" "right_upper_raiser" "1" "right_cheek_raiser" "0" "left_cheek_raiser" "0" "right_funneler" "0" "left_funneler" "0" "left_corner_depressor" "1" "right_corner_depressor" "1" "right_mouth_drop" "1" "left_mouth_drop" "1" "jaw_drop" "0" "chin_raiser" "1" "jaw_clencher" "0" "tightener" "1" "smile" "0" "lower_lip" "1" "left_stretcher" "0" "right_stretcher" "0" "right_part" "0" "left_part" "0" "bite" "0.0" "presser" "0.5" } "Mouth: Grin" { "right_puckerer" "0" "left_puckerer" "0" "right_corner_puller" "1" "left_corner_puller" "1" "left_upper_raiser" "1" "right_upper_raiser" "1" "right_cheek_raiser" "1" "left_cheek_raiser" "1" "right_funneler" "1" "left_funneler" "1" "left_corner_depressor" "0" "right_corner_depressor" "0" "right_mouth_drop" "1" "left_mouth_drop" "1" "jaw_drop" "1" "chin_raiser" "0" "jaw_clencher" "1" "tightener" "0" "smile" "2" "lower_lip" "0" "left_stretcher" "1" "right_stretcher" "1" "right_part" "0" "left_part" "0" "bite" "0" "presser" "0" } // I know I'm gonna regret adding this.. "Mouth: Kiss" { "right_puckerer" "1" "left_puckerer" "1" "right_corner_puller" "0" "left_corner_puller" "0" "left_upper_raiser" "0" "right_upper_raiser" "0" "right_cheek_raiser" "0" "left_cheek_raiser" "0" "right_funneler" "0" "left_funneler" "0" "left_corner_depressor" "0" "right_corner_depressor" "0" "right_mouth_drop" "0" "left_mouth_drop" "0" "jaw_drop" "0" "chin_raiser" "1" "jaw_clencher" "0" "tightener" "0" "smile" "0" "lower_lip" "0" "left_stretcher" "0" "right_stretcher" "0" "right_part" "0" "left_part" "0" "bite" "0" "presser" "0" } "Mouth: Open" { "right_puckerer" "0" "left_puckerer" "0" "right_corner_puller" "0" "left_corner_puller" "0" "left_upper_raiser" "0" "right_upper_raiser" "0" "right_cheek_raiser" "0" "left_cheek_raiser" "1" "right_funneler" "1" "left_funneler" "0" "left_corner_depressor" "0" "right_corner_depressor" "0" "right_mouth_drop" "1" "left_mouth_drop" "1" "jaw_drop" "1" "chin_raiser" "1" "jaw_clencher" "0" "tightener" "0" "smile" "0" "lower_lip" "0" "left_stretcher" "1" "right_stretcher" "1" "right_part" "1" "left_part" "1" "bite" "0" "presser" "0" } "Mouth: Smirk" { "right_puckerer" "0" "left_puckerer" "0" "right_corner_puller" "1" "left_corner_puller" "1" "left_upper_raiser" "1" "right_upper_raiser" "1" "right_cheek_raiser" "0" "left_cheek_raiser" "0" "right_funneler" "0" "left_funneler" "0" "left_corner_depressor" "0" "right_corner_depressor" "0" "right_mouth_drop" "0" "left_mouth_drop" "0" "jaw_drop" "0" "chin_raiser" "0" "jaw_clencher" "0" "tightener" "0" "smile" "0" "lower_lip" "0" "left_stretcher" "0" "right_stretcher" "0" "right_part" "0" "left_part" "0" "bite" "0" "presser" "0" } "Mouth: Suave" { "right_puckerer" "0" "left_puckerer" "0" "right_corner_puller" "1" "left_corner_puller" "0" "left_upper_raiser" "0" "right_upper_raiser" "1" "right_cheek_raiser" "1" "left_cheek_raiser" "0" "right_funneler" "0" "left_funneler" "0" "left_corner_depressor" "0" "right_corner_depressor" "0" "right_mouth_drop" "0" "left_mouth_drop" "0" "jaw_drop" "0" "chin_raiser" "0" "jaw_clencher" "0" "tightener" "0" "smile" "0" "lower_lip" "0" "left_stretcher" "1" "right_stretcher" "0" "right_part" "0" "left_part" "0.5" "bite" "0" "presser" "0" } "EyeBrows: Angry" { "right_inner_raiser" "0" "left_inner_raiser" "0" "left_outer_raiser" "1" "right_outer_raiser" "1" "right_lowerer" "1" "left_lowerer" "1" } "EyeBrows: Sorry" { "right_inner_raiser" "1" "left_inner_raiser" "1" "left_outer_raiser" "0" "right_outer_raiser" "0" "right_lowerer" "0" "left_lowerer" "0" } "EyeBrows: One up" { "right_inner_raiser" "0" "left_inner_raiser" "1" "left_outer_raiser" "1" "right_outer_raiser" "0" "right_lowerer" "0" "left_lowerer" "0" } "EyeBrows: Normal" { "right_inner_raiser" "0" "left_inner_raiser" "0" "left_outer_raiser" "0" "right_outer_raiser" "0" "right_lowerer" "0" "left_lowerer" "0" } "Eyes: Open" { "right_lid_raiser" "0" "right_lid_droop" "0" "right_lid_closer" "0" "left_lid_raiser" "0" "left_lid_droop" "0" "left_lid_closer" "0" "right_cheek_raiser" "0" "left_cheek_raiser" "0" "right_lid_tightener" "0" "left_lid_tightener" "0" } "Eyes: Close" { "right_lid_raiser" "1" "right_lid_droop" "1" "right_lid_closer" "0.7" "left_lid_raiser" "1" "left_lid_droop" "1" "left_lid_closer" "0.7" } "Eyes: Wink" { "right_lid_raiser" "1" "right_lid_droop" "1" "right_lid_closer" "1" "left_lid_raiser" "0" "left_lid_droop" "0" "left_lid_closer" "0" "right_cheek_raiser" "0.5" "left_cheek_raiser" "0" } }// .vmf files! "garry_materials.txt" { "Wireframe (buggy)" "gmod/wireframe" "EnvCubeMap" "debug/env_cubemap_model" "Water" "models/shadertest/shader3" "Jelly" "models/shadertest/shader4" "Stained Glass" "models/shadertest/shader5" "Shiny White" "gmod/shiny" "Matte White" "models/debug/debugwhite" "Combine Ball" "Models/effects/comball_sphere" "Combine Ball 2" "Models/effects/comball_tape" "Blue Glow" "Models/effects/splodearc_sheet" "Volume-Light" "Models/effects/vol_light001" "Combine Stasis" "models/props_combine/stasisshield_sheet" "Combine Funnel" "models/props_combine/portalball001_sheet" "Combine Shield" "models/props_combine/com_shield001a" "Frosted Glass" "models/props_c17/frostedglass_01a" "Tank Glass" "models/props_lab/Tank_Glass001" "tprings_globe" "models/props_combine/tprings_globe" "Render Target" "gmod/rendertarget" }// .vmf files.. a list of materials to offer up as overlays "gmod_overlay.txt" { "No Overlay" "" "Waterfall" "models/shadertest/shader3" "Jelly" "models/shadertest/shader4" "Stained Glass" "models/shadertest/shader5" "Combine Stasis" "models/props_combine/stasisshield_sheet" "Combine Shield" "models/props_combine/com_shield001a" "Frosted Glass" "models/props_c17/frostedglass_01a" "Tank Glass" "models/props_lab/Tank_Glass001" "tprings_globe" "models/props_combine/tprings_globe" "Fisheye" "models/props_c17/fisheyelens" "Render Target" "gmod/dev_tvmonitor1a" }"garry_paint.txt" { "Blood" "Blood" "Blood (Alien)" "YellowBlood" "Impact Metal" "Impact.Metal" "Scorch" "Scorch" "Beer Splash" "BeerSplash" "Explosive Gunshot" "ExplosiveGunshot" "Bird Crap" "BirdPoop" "Paint Pink" "PaintSplatPink" "Paint Green" "PaintSplatGreen" "Paint Blue" "PaintSplatBlue" "Manhack Cut" "ManhackCut" "Red Glow Fade" "RedGlowFade" "Fading Scorch" "FadingScorch" "Antlion Splat" "Antlion.Splat" "Snow" "Splash.Large" "Bullet Proof" "BulletProof" "Glass Shatter" "GlassBreak" "Dent" "Impact.Sand" "Snot" "Impact.BloodyFlesh" "Antlion hit" "Impact.Antlion" "Glass hit" "Impact.Glass" "Wood hit" "Impact.Wood" "Concrete hit" "Impact.Concrete" } // BOOM BIDDY BOOM BOOM!!! // these can be found, added from and edited in 'surfaceproperties.txt' "gmod_physproperties.txt" { "Rubber Ball" "gm_bouncy1" "Tennis Ball" "gm_bouncy2" "Polished Metal" "gm_lowfriction1" "Ice on Ice" "gm_lowfriction2" "Solid Metal" "solidmetal" "Floats" "gm_halfwaterdensity" "Tile" "tile" "Wood" "Wood" "Glass" "glass" "Computer" "computer" "Concrete" "concrete" "Chain link" "chainlink" "Flesh" "flesh" "Alien flesh" "alienflesh" "Cardboard" "cardboard" "Plastic barrel" "plastic_barrel" "Paint can" "paintcan" }"gmod_renderfx.txt" { "None" "0" "Pulse Slow" "1" "Pulse Fast" "2" "Pulse Slow Wide" "3" "Pulse Fast Wide" "4" "Fade Slow" "5" "Fade Fast" "6" "Solid Slow" "7" "Solid Fast" "8" "Strobe Slow" "9" "Strobe Fast" "10" "Strobe Faster" "11" "Flicker Slow" "12" "Flicker Fast" "13" "Distort" "15" "Hologram" "16" "PulseFastWider" "25" }"gmod_rendermodes.txt" { "Normal" "0" "TransColor" "1" "TransTexture" "2" "Glow" "3" "TransAlpha" "4" "TransAdd" "5" "TransAlphaAdd" "8" "World Glow" "9" } "gmod_sprites.txt" { "Ar2_muzzle" "sprites/ar2_muzzle1.vmt" "Arrow" "sprites/arrow.vmt" "blood" "sprites/blood.vmt" "blood spray" "sprites/bloodspray.vmt" "blue flare" "sprites/blueflare1.vmt" "blue shaft" "sprites/blueshaft1.vmt" "Big Spit" "sprites/bigspit.vmt" "Blue Glow" "sprites/blueglow1.vmt" "Bubble" "sprites/bubble.vmt" "Fire" "sprites/fire1.vmt" "Flare" "sprites/flare1.vmt" "Glow 1" "sprites/glow1.vmt" "Glow 3" "sprites/glow03.vmt" "Glow (down)" "sprites/glow_test01.vmt" "Heatwave" "sprites/heatwave.vmt" "Laser dot" "sprites/laserdot.vmt" "Rico" "sprites/rico1.vmt" "Scanner" "sprites/scanner.vmt" "Dots" "sprites/scanner_dots1.vmt" "Smoke" "particle/SmokeStack.vmt" "Blood 1" "effects/mh_blood1.vmt" "Blood 2" "effects/mh_blood3.vmt" "Fleck wood" "effects/fleck_wood1.vmt" "Fire Cloud 1" "effects/fire_cloud1.vmt" "Fire Cloud 2" "effects/fire_cloud2.vmt" "Splash 1" "effects/splash1.vmt" "Splash 2" "effects/splash2.vmt" "Splash 3" "effects/splash3.vmt" "Splash 4" "effects/splash4.vmt" "Blood 3" "effects/blood_core.vmt" "Blood Decal 1" "Decals/flesh/Blood1.vmt" "Blood Decal 2" "Decals/flesh/Blood2.vmt" "Blood Decal 3" "Decals/flesh/Blood3.vmt" "Blood Decal 4" "Decals/flesh/Blood4.vmt" "Blood Decal 5" "Decals/flesh/Blood5.vmt" "Render Target" "Debug/debugcamerarendertarget.vmt" }// rotations are done in xyz order "gmod_wheels.txt" { "Saw Blade" { "gm_wheel_model" "models/props_junk/sawblade001a.mdl" "gm_wheel_rx" "90" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "Car Wheel" { "gm_wheel_model" "models/props_vehicles/carparts_wheel01a.mdl" "gm_wheel_rx" "90" "gm_wheel_ry" "0" "gm_wheel_rz" "90" } "APC Wheel" { "gm_wheel_model" "models/props_vehicles/apc_tire001.mdl" "gm_wheel_rx" "0" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "Tractor Wheel" { "gm_wheel_model" "models/props_vehicles/tire001a_tractor.mdl" "gm_wheel_rx" "0" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "Car Tire" { "gm_wheel_model" "models/props_vehicles/tire001c_car.mdl" "gm_wheel_rx" "0" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "File Cabinet" { "gm_wheel_model" "models/props_wasteland/controlroom_filecabinet002a.mdl" "gm_wheel_rx" "90" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "Blue Barrel" { "gm_wheel_model" "models/props_borealis/bluebarrel001.mdl" "gm_wheel_rx" "90" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "Oil Drum" { "gm_wheel_model" "models/props_c17/oildrum001.mdl" "gm_wheel_rx" "90" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "Carousel" { "gm_wheel_model" "models/props_c17/playground_carousel01.mdl" "gm_wheel_rx" "90" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "Office Chair" { "gm_wheel_model" "models/props_c17/chair_office01a.mdl" "gm_wheel_rx" "90" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } "Propeller Blade" { "gm_wheel_model" "models\props_c17\TrapPropeller_Blade.mdl" "gm_wheel_rx" "90" "gm_wheel_ry" "0" "gm_wheel_rz" "0" } } // Please Please Please Please Please Create your own category for maps // for your mimimod - overriding this file will cause a **** load of // problems for me (and probably you) in later updates. // Simply name your levels file .txt "Garry's Mod" { "GM_Construct" { "map" "gm_construct" "material" "vgui/chapters/gm_construct" "credits" "Garry Newman" } "Melonrace - Test" { "map" "gm_melonrace" "material" "vgui/chapters/gm_melonrace" "credits" "Garry Newman" } "Laser Dance" { "map" "gm_laserdance" "material" "vgui/chapters/gm_laserdance" "credits" "Garry Newman" } "Nine 10ths" { "map" "gm_910" "material" "vgui/chapters/gm_910" "credits" "Garry Newman" } "Melonrace - Lockdown" { "map" "gm_melonlockdown" "material" "vgui/chapters/gm_melonlockdown" "credits" "Garry Newman / Valve" } "Football (soccer)" { "map" "gm_football" "material" "vgui/chapters/gm_football" "credits" "Tristan Pemble (n42)" } "Bird Poo" { "map" "gm_birdpoo" "material" "vgui/chapters/gm_birdpoo" "credits" "Andy Vincent" } "Graveyard" { "map" "gm_graveyard" "material" "vgui/chapters/gm_graveyard" "credits" "Matt Mullins (g33k)" } "Hide+Seek - Outland" { "map" "gm_hideandseek_outland" "material" "vgui/chapters/gm_hideandseek_outland" "credits" "Greg Hughes + 'MrSteak63'" } "Hide+Seek - Yard" { "map" "gm_hideandseek_yard" "material" "vgui/chapters/gm_hideandseek_yard" "credits" "Greg Hughes + 'TrickyClock'" } "Long Sight" { "map" "gm_longsight" "material" "vgui/chapters/gm_longsight" "credits" "MrSteak63" } "Build - Bridge" { "map" "gm_build_bridge" "material" "vgui/chapters/gm_build_bridge" "credits" "Matt Mullins (g33k)" } "GM_Freeze" { "map" "gm_freeze" "material" "vgui/chapters/gm_freeze" "credits" "Jon Sully (Jonny)" } "Build - To The Top" { "map" "gm_build_tothetop" "material" "vgui/chapters/gm_build_tothetop" "credits" "Matt Mullins (g33k)" } "Tactical Police Cops - Test" { "map" "gm_tpc_test" "material" "vgui/chapters/gm_tpc_test" "credits" "Garry Newman" } "Build - Fortwars" { "map" "gm_build_fortwars" "material" "vgui/chapters/gm_build_fortwars" "credits" "Matt Mullins (g33k)" } "Birdman" { "map" "gm_birdman" "material" "vgui/chapters/gm_birdman" "credits" "Andy Vincent" } } // this creates the main buttons for the MAIN menu // // ~ = label // # = twice the size // // Adding this line will clear everything in the menu up until this point and start fresh. // You should put it at the top of your spawn menu only if you want to override EVERY button. // // "clear" "1" "menu" { "~Constraints" "" "Rope" "gm_toolmode 0; gm_context rope;" "Elastic" "gm_toolmode 1; gm_context spring;" "Weld" "gm_toolmode 2; gm_context weld;" "Ballsocket" "gm_toolmode 3; gm_context ballsocket;" "Pulley" "gm_toolmode 4; gm_context pulley;" "EASY Weld" "gm_toolmode 5; gm_context weldez;" "EASY Ball" "gm_toolmode 6; gm_context ballez;" "Axis" "gm_toolmode 7; gm_context axis;" "Slider" "gm_toolmode 8; gm_context slider;" "Nail gun" "gm_toolmode 9; gm_context nail;" "~Construction" "" "Remover" "gm_toolmode 12;" "Ignite" "gm_toolmode 13; gm_context ignite" "Duplicate" "gm_toolmode 15;" "Magnetise" "gm_toolmode 17; gm_context magnetise" "Phys Props" "gm_toolmode 24; gm_context pproperties" "No Collide" "gm_toolmode 18;" "Thrusters" "gm_toolmode 23; gm_context thruster" "Balloons" "gm_toolmode 26; gm_context balloon" "Statue" "gm_toolmode 25;" "Wheels" "gm_toolmode 29; gm_context wheel" "Dynamite" "gm_toolmode 19; gm_context dynamite" "~Visual" "" "Material" "gm_toolmode 20; gm_context material" "Paint" "gm_toolmode 14; gm_context paint" "Colour" "gm_toolmode 16; gm_context colour" "Face Poser" "gm_toolmode 10; gm_context facepose" "Eyes Poser" "gm_toolmode 11; gm_context null" "Emitter" "gm_toolmode 27; gm_context emitter" "Sprites" "gm_toolmode 28; gm_context sprite" "Fog" "gm_context fog" "~Other Tools" "" "Camera" "gm_context camera;" "RT Camera" "gm_toolmode 21; gm_context rendertarget" "NPC Spawn" "gm_context npc" "Undo" "gmod_undo" "#Export to Hammer" "gm_hammer_export" "Clean Up" "gm_context clean" "Admin" "gm_context admin" "~Post Processing" "" "Bloom" "gm_context bloom" "Depth" "gm_context dof" "Overlay" "gm_context overlay" "Colour Mod" "gm_context colourmodify" "Motion Blur" "gm_context motionblur" } // # = ragdoll // : = car // ! = effect // ' = sprite // ~/@ = label // = = run console command "Characters" { "~Main Characters" "" "#Alyx" "models/Alyx.mdl" "#Barney" "models/Barney.mdl" "#Breen" "models/breen.mdl" "#DOG" "models/dog.mdl" "#Eli" "models/Eli.mdl" "#G-Man" "models/gman.mdl" "#G-Man HQ" "models/gman_high.mdl" "#Gregory" "models/monk.mdl" "#Kleiner" "models/Kleiner.mdl" "#Lamarr" "models/lamarr.mdl" "#Mossman" "models/mossman.mdl" "#Odessa" "models/odessa.mdl" "#Vortigaunt" "models/vortigaunt.mdl" "~Enemies" "" "#Antlion Guard" "models/antlion_guard.mdl" "#Antlion" "models/AntLion.mdl" "#Combine Police" "models/Police.mdl" "#Combine Prison" "models/Combine_Soldier_PrisonGuard.mdl" "#Combine Soldier" "models/Combine_Soldier.mdl" "#Combine Stripped" "models/player/stripped.mdl" "#Combine Super" "models/combine_Super_Soldier.mdl" "#Dropship" "models/Combine_dropship.mdl" "#Fast Zombie" "models/Zombie/Fast.mdl" "#Fast_Zombie_Legs" "models/Gibs/Fast_Zombie_Legs.mdl" "#Fast_Zombie_Torso" "models/Gibs/Fast_Zombie_Torso.mdl" "#Gunship" "models/gunship.mdl" "#Headcrab" "models/headcrabclassic.mdl" "#Headcrab Black" "models/headcrabblack.mdl" "#Manhack" "models/manhack.mdl" "Roller Mine" "models/Roller.mdl" "#Scanner" "models/Combine_Scanner.mdl" "#Shield_Scanner" "models/Shield_Scanner.mdl" "#Strider" "models/Combine_Strider.mdl" "Turret" "models/Combine_turrets/Floor_turret.mdl" "#Vortigaunt Slave" "models/vortigaunt_slave.mdl" "#Zombie Legs" "models/Zombie/Classic_legs.mdl" "#Zombie Poison" "models/Zombie/Poison.mdl" "#Zombie Torso" "models/Zombie/Classic_torso.mdl" "#Zombie" "models/Zombie/Classic.mdl" "~Women" "" "#Female_1" "models/Humans/Group01/Female_01.mdl" "#Female_2" "models/Humans/Group01/Female_02.mdl" "#Female_3" "models/Humans/Group01/Female_03.mdl" "#Female_4" "models/Humans/Group01/Female_04.mdl" "#Female_6" "models/Humans/Group01/Female_06.mdl" "#Female_7" "models/Humans/Group01/Female_07.mdl" "#Female_1a" "models/Humans/Group03m/Female_01.mdl" "#Female_2a" "models/Humans/Group03m/Female_02.mdl" "#Female_3a" "models/Humans/Group03m/Female_03.mdl" "#Female_4a" "models/Humans/Group03m/Female_04.mdl" "#Female_6a" "models/Humans/Group03m/Female_06.mdl" "#Female_7a" "models/Humans/Group03m/Female_07.mdl" "#Female_1b" "models/Humans/Group03/Female_01.mdl" "#Female_2b" "models/Humans/Group03/Female_02.mdl" "#Female_3b" "models/Humans/Group03/Female_03.mdl" "#Female_4b" "models/Humans/Group03/Female_04.mdl" "#Female_6b" "models/Humans/Group03/Female_06.mdl" "#Female_7b" "models/Humans/Group03/Female_07.mdl" "#Female_1c" "models/Humans/Group02/Female_01.mdl" "#Female_2c" "models/Humans/Group02/Female_02.mdl" "#Female_3c" "models/Humans/Group02/Female_03.mdl" "#Female_4c" "models/Humans/Group02/Female_04.mdl" "#Female_6c" "models/Humans/Group02/Female_06.mdl" "#Female_7c" "models/Humans/Group02/Female_07.mdl" "~Men" "" "#Male_1a" "models/Humans/Group01/Male_01.mdl" "#Male_2a" "models/Humans/Group01/male_02.mdl" "#Male_3a" "models/Humans/Group01/male_03.mdl" "#Male_4a" "models/Humans/Group01/Male_04.mdl" "#Male_5a" "models/Humans/Group01/Male_05.mdl" "#Male_6a" "models/Humans/Group01/male_06.mdl" "#Male_7a" "models/Humans/Group01/male_07.mdl" "#Male_8a" "models/Humans/Group01/male_08.mdl" "#Male_9a" "models/Humans/Group01/male_09.mdl" "#Male_1b" "models/Humans/Group02/Male_01.mdl" "#Male_2b" "models/Humans/Group02/male_02.mdl" "#Male_3b" "models/Humans/Group02/male_03.mdl" "#Male_4b" "models/Humans/Group02/Male_04.mdl" "#Male_5b" "models/Humans/Group02/Male_05.mdl" "#Male_6b" "models/Humans/Group02/male_06.mdl" "#Male_7b" "models/Humans/Group02/male_07.mdl" "#Male_8b" "models/Humans/Group02/male_08.mdl" "#Male_9b" "models/Humans/Group02/male_09.mdl" "#Male_1c" "models/Humans/Group03/Male_01.mdl" "#Male_2c" "models/Humans/Group03/male_02.mdl" "#Male_3c" "models/Humans/Group03/male_03.mdl" "#Male_4c" "models/Humans/Group03/Male_04.mdl" "#Male_5c" "models/Humans/Group03/Male_05.mdl" "#Male_6c" "models/Humans/Group03/male_06.mdl" "#Male_7c" "models/Humans/Group03/male_07.mdl" "#Male_8c" "models/Humans/Group03/male_08.mdl" "#Male_9c" "models/Humans/Group03/male_09.mdl" "#Male_1d" "models/Humans/Group03m/Male_01.mdl" "#Male_2d" "models/Humans/Group03m/male_02.mdl" "#Male_3d" "models/Humans/Group03m/male_03.mdl" "#Male_4d" "models/Humans/Group03m/Male_04.mdl" "#Male_5d" "models/Humans/Group03m/Male_05.mdl" "#Male_6d" "models/Humans/Group03m/male_06.mdl" "#Male_7d" "models/Humans/Group03m/male_07.mdl" "#Male_8d" "models/Humans/Group03m/male_08.mdl" "#Male_9d" "models/Humans/Group03m/male_09.mdl" "#Male_Cheap" "models/Humans/Group01/Male_Cheaple.mdl" "~Misc" "" "#Corpse 1" "models/Humans/corpse1.mdl" "#Corpse 2" "models/Humans/Charple04.mdl" "#Corpse 3" "models/Humans/Charple03.mdl" "#Corpse 4" "models/Humans/Charple02.mdl" "#Corpse 5" "models/Humans/Charple01.mdl" "#Crow" "models/Crow.mdl" "#Pigeon" "models/pigeon.mdl" "#Seagull" "models/Seagull.mdl" }"Custom Models" { "~Eric Ladick (Mixerman3D)" "1" "Bowling Pin" "models/mixerman3d/bowling/bowling_pin.mdl" "Bowling Ball" "models/mixerman3d/bowling/bowling_ball.mdl" "Skateboard" "models/mixerman3d/other/skateboard.mdl" "Vinyl" "models/mixerman3d/other/vinyl.mdl" "Axe" "models/mixerman3d/weapons/axe01.mdl" "Cricket Bat" "models/mixerman3d/weapons/cricket_bat.mdl" "Machete" "models/mixerman3d/weapons/machete.mdl" "Laser Pistol" "models/mixerman3d/guns/laser_pistol.mdl" "Arrow" "models/mixerman3d/other/arrow.mdl" "~Tom Wiseman (BucketMuncher)" "1" "Basketball" "models/bm/basketball.mdl" "Dart" "models/bm/dart.mdl" // todo - send me your models! }"Effects" { "=Dynamic Lamp" "lamp" "=Cannister" "cannister" "~3D Effects" "" "!Portal Funnel" "models/Effects/portalfunnel.mdl" "!Portal Rift" "models/Effects/portalrift.mdl" "!Explode" "models/Effects/splode.mdl" "!Lightning" "models/Effects/splodearc.mdl" "!Explode Glass" "models/Effects/splodeglass.mdl" "!Volumetric Light" "models/Effects/vol_light.mdl" "!Portal Ball" "models/props_combine/portalball.mdl" "!Portal Skydome" "models/props_combine/portalskydome.mdl" } "Furniture" { "~Seating" "" "Train Seats" "models/props_trainstation/traincar_seats001.mdl" "Bench (Outdoor)" "models/props_trainstation/BenchOutdoor01a.mdl" "Bench (Indoor)" "models/props_trainstation/bench_indoor001a.mdl" "Bench" "models/props_c17/bench01a.mdl" "Chair 1" "models/props_interiors/Furniture_chair01a.mdl" "Chair 2" "models/props_interiors/Furniture_chair03a.mdl" "Chair 3" "models/props_c17/FurnitureChair001a.mdl" "Chair 4" "models/props_c17/chair02a.mdl" "Breen Chair" "models/props_combine/breenchair.mdl" "Couch 1" "models/props_interiors/Furniture_Couch01a.mdl" "Couch 2" "models/props_interiors/Furniture_Couch02a.mdl" "Couch 3" "models/props_c17/FurnitureCouch001a.mdl" "Couch 4" "models/props_c17/FurnitureCouch002a.mdl" "Armchair" "models/props_c17/FurnitureArmchair001a.mdl" "Scary Chair" "models/props_c17/chair_kleiner03a.mdl" "Office" "models/props_c17/chair_office01a.mdl" "Stool" "models/props_c17/chair_stool01a.mdl" "~Bathroom" "" "Bath Tub 1" "models/props_interiors/BathTub01a.mdl" "Bath Tub 2" "models/props_c17/FurnitureBathtub001a.mdl" "Radiator 1" "models/props_interiors/Radiator01a.mdl" "Radiator 2" "models/props_c17/FurnitureRadiator001a.mdl" "Toilet 1" "models/props_c17/FurnitureToilet001a.mdl" "Sink 1" "models/props_c17/FurnitureSink001a.mdl" "~Kitchen" "" "Counter 1" "models/props_wasteland/kitchen_counter001a.mdl" "Counter 2" "models/props_wasteland/kitchen_counter001b.mdl" "Counter 3" "models/props_wasteland/kitchen_counter001c.mdl" "Counter 4" "models/props_wasteland/kitchen_counter001d.mdl" "Fridge 1" "models/props_wasteland/kitchen_fridge001a.mdl" "Fridge Door 1" "models/props_interiors/refrigeratorDoor01a.mdl" "Fridge Door 2" "models/props_interiors/refrigeratorDoor02a.mdl" "Fridge 3" "models/props_c17/FurnitureFridge001a.mdl" "Shelf" "models/props_wasteland/kitchen_shelf001a.mdl" "Shelf" "models/props_wasteland/kitchen_shelf002a.mdl" "Stove 1" "models/props_wasteland/kitchen_stove001a.mdl" "Stove 2" "models/props_wasteland/kitchen_stove002a.mdl" "Stove 3" "models/props_c17/furnitureStove001a.mdl" "CBench" "models/props_wasteland/cafeteria_bench001a.mdl" "CTable" "models/props_wasteland/cafeteria_table001a.mdl" "Fridge 2" "models/props_interiors/refrigerator01a.mdl" "K Sink" "models/props_interiors/SinkKitchen01a.mdl" "~Laundry Room" "" "LBasket 1" "models/props_wasteland/laundry_basket001.mdl" "LBasket 2" "models/props_wasteland/laundry_basket002.mdl" "LCart 1" "models/props_wasteland/laundry_cart001.mdl" "LCart 2" "models/props_wasteland/laundry_cart002.mdl" "Dryer 1" "models/props_wasteland/laundry_dryer001.mdl" "Dryer 2" "models/props_wasteland/laundry_dryer002.mdl" "Washer 1" "models/props_wasteland/laundry_washer001a.mdl" "Washer 2" "models/props_wasteland/laundry_washer003.mdl" "Washer 3" "models/props_c17/FurnitureWashingmachine001a.mdl" "~Everything Else" "" "#Mattress" "models/props_c17/FurnitureMattress001a.mdl" "Lockers" "models/props_lab/lockers.mdl" "CabinetDrawer 1" "models/props_interiors/Furniture_CabinetDrawer01a.mdl" "CabinetDrawer 2" "models/props_interiors/Furniture_CabinetDrawer02a.mdl" "F Desk 1" "models/props_interiors/Furniture_Desk01a.mdl" "F Lamp 1" "models/props_interiors/Furniture_Lamp01a.mdl" "F Shelf" "models/props_interiors/Furniture_shelf01a.mdl" "Vanity" "models/props_interiors/Furniture_Vanity01a.mdl" "Bed" "models/props_c17/FurnitureBed001a.mdl" "Boiler" "models/props_c17/FurnitureBoiler001a.mdl" "Cupboard" "models/props_c17/FurnitureCupboard001a.mdl" "Drawer 1" "models/props_c17/FurnitureDrawer001a.mdl" "Drawer 2" "models/props_c17/FurnitureDrawer002a.mdl" "Drawer 3" "models/props_c17/FurnitureDrawer003a.mdl" "Dresser 1" "models/props_c17/FurnitureDresser001a.mdl" "Fireplace " "models/props_c17/FurnitureFireplace001a.mdl" "Table 1" "models/props_c17/FurnitureTable001a.mdl" "Table 2" "models/props_c17/FurnitureTable002a.mdl" "Table 3" "models/props_c17/FurnitureTable003a.mdl" "Trashcan Lid" "models/props_trainstation/trashcan_indoor001a.mdl" "Trashcan" "models/props_trainstation/trashcan_indoor001b.mdl" "File Cabinet" "models/props_lab/filecabinet02.mdl" }"Random Crap" { "Rock 1" "models/props_wasteland/rockcliff01b.mdl" "Rock 2" "models/props_wasteland/rockcliff01c.mdl" "Rock 3" "models/props_wasteland/rockcliff01e.mdl" "Speaker Clust" "models/props_wasteland/SpeakerCluster01a.mdl" "Tram Bracket" "models/props_wasteland/tram_bracket01.mdl" "Door Track" "models/props_wasteland/prison_doortrack001a.mdl" "Huge chimney" "models/props_animated_breakable/Smokestack.mdl" "Bluebarrel Bent" "models/props_borealis/bluebarrel001_chunk01.mdl" "Canister 1" "models/props_c17/canister01a.mdl" "Canister 2" "models/props_c17/canister02a.mdl" "Canister 3" "models/props_c17/canister_propane01a.mdl" "Column" "models/props_c17/column02a.mdl" "Display Cooler" "models/props_c17/display_cooler01a.mdl" "Fountain" "models/props_c17/fountain_01.mdl" "Gravestone 1" "models/props_c17/gravestone001a.mdl" "Gravestone 2" "models/props_c17/gravestone002a.mdl" "Gravestone 3" "models/props_c17/gravestone003a.mdl" "Gravestone 4" "models/props_c17/gravestone004a.mdl" "Gravestone 5" "models/props_c17/gravestone_coffinpiece001a.mdl" "Gravestone 6" "models/props_c17/gravestone_coffinpiece002a.mdl" "Gravestone 7" "models/props_c17/gravestone_cross001a.mdl" "Gravestone 8" "models/props_c17/gravestone_cross001b.mdl" "Gravestone Statue" "models/props_c17/gravestone_statue001a.mdl" "Floodlight" "models/props_c17/light_floodlight02_off.mdl" "Lockers" "models/props_c17/Lockers001a.mdl" "Metal Ladder 1" "models/props_c17/metalladder002.mdl" "Metal Ladder 2" "models/props_c17/metalladder002b.mdl" "Metal Ladder 3" "models/props_c17/metalladder003.mdl" "Slide" "models/props_c17/playgroundslide01.mdl" "TickTac" "models/props_c17/playgroundTick-tack-toe_block01a.mdl" "TickTac Post" "models/props_c17/playgroundTick-tack-toe_post01.mdl" "Carousel" "models/props_c17/playground_carousel01.mdl" "Jungle_Gym" "models/props_c17/playground_jungle_gym01a.mdl" "Jungle_Gym" "models/props_c17/playground_jungle_gym01b.mdl" "Swings" "models/props_c17/playground_swingset01.mdl" "swing Seat" "models/props_c17/playground_swingset_seat01a.mdl" "Teetertoter Seat" "models/props_c17/playground_teetertoter_seat.mdl" "Teetertoter_Stand" "models/props_c17/playground_teetertoter_stan.mdl" "Pulley Hook" "models/props_c17/pulleyhook01.mdl" "Pulley wheel 1" "models/props_c17/pulleywheels_large01.mdl" "Pulley wheel 2" "models/props_c17/pulleywheels_small01.mdl" "Shelf Unit" "models/props_c17/shelfunit01a.mdl" "Horse" "models/props_c17/statue_horse.mdl" "Support" "models/props_c17/support01.mdl" "TrapPropeller_Blade" "models/props_c17/TrapPropeller_Blade.mdl" "TrapPropeller_Engine" "models/props_c17/TrapPropeller_Engine.mdl" "TrapPropeller_Lever" "models/props_c17/TrapPropeller_Lever.mdl" "Utility Pole" "models/props_c17/utilitypole01a.mdl" "Crab Cannister 1" "models/props_combine/headcrabcannister01a.mdl" "Crab Cannister 2" "models/props_combine/headcrabcannister01b.mdl" "Weapon Stripper" "models/props_combine/weaponstripper.mdl" "Dock Crossbeam" "models/props_docks/dock01_crossbeam01b.mdl" "Door Slotted" "models/props_doors/door03_slotted_left.mdl" "Oak Tree" "models/props_foliage/oak_tree01.mdl" "Cliff Tree" "models/props_foliage/tree_cliff_01a.mdl" "Tree_Deciduous" "models/props_foliage/tree_deciduous_01a-lod.mdl" "Tree_Deciduous" "models/props_foliage/tree_deciduous_01a.mdl" "Tree_Deciduous" "models/props_foliage/tree_deciduous_02a.mdl" "Tree_Deciduous" "models/props_foliage/tree_deciduous_03a.mdl" "Tree_Deciduous" "models/props_foliage/tree_deciduous_03b.mdl" "Tree_Poplar" "models/props_foliage/tree_poplar_01.mdl" "Bicycle" "models/props_junk/bicycle01a.mdl" "Cardboard_Box 1" "models/props_junk/cardboard_box004a.mdl" "Cardboard_Box 2" "models/props_junk/cardboard_box001b.mdl" "Cardboard_Box 3" "models/props_junk/cardboard_box002a.mdl" "Cardboard_Box 4" "models/props_junk/cardboard_box002b.mdl" "Cardboard_Box 5" "models/props_junk/cardboard_box003a.mdl" "Cardboard_Box 6" "models/props_junk/cardboard_box003b.mdl" "Garbage 1" "models/props_junk/garbage128_composite001a.mdl" "Garbage 2" "models/props_junk/garbage128_composite001b.mdl" "Garbage 3" "models/props_junk/garbage128_composite001c.mdl" "Garbage 4" "models/props_junk/garbage128_composite001d.mdl" "Garbage 5" "models/props_junk/TrashCluster01a.mdl" "Carboard 1" "models/props_junk/garbage_carboard001a.mdl" "Carboard 2" "models/props_junk/garbage_carboard002a.mdl" "Push Cart" "models/props_junk/PushCart01a.mdl" "Harpoon" "models/props_junk/harpoon002a.mdl" "Trash Bin" "models/props_junk/TrashBin01a.mdl" "Wood_Board 1" "models/props_debris/wood_board01a.mdl" "Wood_Board 2" "models/props_debris/wood_board02a.mdl" "Wood_Board 3" "models/props_debris/wood_board03a.mdl" "Wood_Board 4" "models/props_debris/wood_board04a.mdl" "Wood_Board 5" "models/props_debris/wood_board05a.mdl" "Wood_Board 6" "models/props_debris/wood_board06a.mdl" "Wood_Board 7" "models/props_debris/wood_board07a.mdl" "Pipe 1" "models/props_pipes/concrete_pipe001a.mdl" "Pipe 2" "models/props_pipes/concrete_pipe001b.mdl" }"Small Items" { "Car Battery" "models/Items/car_battery01.mdl" "Tram_Lever" "models/props_wasteland/tram_lever01.mdl" "Tram_Lever Base" "models/props_wasteland/tram_leverbase01.mdl" "Heli Bomb" "models/Combine_Helicopter/helicopter_bomb01.mdl" "BriefCase" "models/props_c17/BriefCase001a.mdl" "Cash Reg" "models/props_c17/cashregister01a.mdl" "Clock" "models/props_c17/clock01.mdl" "Doll" "models/props_c17/doll01.mdl" "Meat Grinder" "models/props_c17/grinderclamp01a.mdl" "Streetsign 1" "models/props_c17/streetsign001c.mdl" "Streetsign 2" "models/props_c17/streetsign002b.mdl" "Streetsign 3" "models/props_c17/streetsign003b.mdl" "Streetsign 4" "models/props_c17/streetsign004e.mdl" "Streetsign 5" "models/props_c17/streetsign004f.mdl" "Streetsign 6" "models/props_c17/streetsign005b.mdl" "Streetsign 7" "models/props_c17/streetsign005c.mdl" "Streetsign 8" "models/props_c17/streetsign005d.mdl" "Tools_Pliers" "models/props_c17/tools_pliers01a.mdl" "Tools_Wrench" "models/props_c17/tools_wrench01a.mdl" "Traffic Light" "models/props_c17/Traffic_Light001a.mdl" "Pipe Weapon" "models/props_canal/mattpipe.mdl" "Pot 1" "models/props_interiors/pot01a.mdl" "Pot 2" "models/props_interiors/pot02a.mdl" "Concrete Block" "models/props_debris/concrete_cynderblock001.mdl" "Cinder Block" "models/props_junk/CinderBlock01a.mdl" "Breen Bust" "models/props_combine/breenbust.mdl" "Breen Light" "models/props_combine/breenlight.mdl" "Suit Charger" "models/props_combine/suit_charger001.mdl" "Meat Hook" "models/props_junk/meathook001a.mdl" "Metal Bucket 1" "models/props_junk/MetalBucket01a.mdl" "Metal Bucket 2" "models/props_junk/MetalBucket02a.mdl" "Metal Pot 1" "models/props_c17/metalPot001a.mdl" "Metal Pot 2" "models/props_c17/metalPot002a.mdl" "Rock" "models/props_junk/Rock001a.mdl" "Plant Pot" "models/props_junk/terracotta01.mdl" "Traffic Cone" "models/props_junk/TrafficCone001a.mdl" "Watermelon" "models/props_junk/watermelon01.mdl" "Beware DOG" "models/props_lab/bewaredog.mdl" "Cremator Head" "models/props_lab/crematorcase.mdl" "HEV Plate" "models/props_lab/hevplate.mdl" "Jar 1" "models/props_lab/jar01a.mdl" "Jar 2" "models/props_lab/jar01b.mdl" "Keypad" "models/props_lab/keypad.mdl" "Phone Handset" "models/props_trainstation/payphone_reciever001a.mdl" "~Office Stuff" "" "Hula Doll" "models/props_lab/huladoll.mdl" "Desk Lamp" "models/props_lab/desklamp01.mdl" "Magnify Lamp" "models/props_c17/light_magnifyinglamp02.mdl" "Cactus" "models/props_lab/cactus.mdl" "Clipboard" "models/props_lab/clipboard.mdl" "Binder Blue" "models/props_lab/binderblue.mdl" "Binder Gray" "models/props_lab/bindergraylabel01a.mdl" "Binder Green" "models/props_lab/bindergreen.mdl" "Binder Red" "models/props_lab/binderredlabel.mdl" "Photo" "models/props_lab/frame002a.mdl" "Breen Clock" "models/props_combine/breenclock.mdl" "Breen Globe" "models/props_combine/breenglobe.mdl" "~Garbage" "" "Sick Bag" "models/props_junk/garbage_bag001a.mdl" "Coffee Mug" "models/props_junk/garbage_coffeemug001a.mdl" "Glass Bottle 1" "models/props_junk/garbage_glassbottle001a.mdl" "Glass Bottle 2" "models/props_junk/garbage_glassbottle002a.mdl" "Glass Bottle 3" "models/props_junk/garbage_glassbottle003a.mdl" "Metal Can 1" "models/props_junk/garbage_metalcan001a.mdl" "Metal Can 2" "models/props_junk/garbage_metalcan002a.mdl" "Milk Carton" "models/props_junk/garbage_milkcarton001a.mdl" "Milk Carton" "models/props_junk/garbage_milkcarton002a.mdl" "Newspaper 1" "models/props_junk/garbage_newspaper001a.mdl" "Newspaper 2" "models/props_c17/paper01.mdl" "Plastic Bottle 1" "models/props_junk/garbage_plasticbottle001a.mdl" "Plastic Bottle 2" "models/props_junk/garbage_plasticbottle002a.mdl" "Plastic Bottle 3" "models/props_junk/garbage_plasticbottle003a.mdl" "Take-out" "models/props_junk/garbage_takeoutcarton001a.mdl" "Gas Can" "models/props_junk/gascan001a.mdl" "Metal Gascan" "models/props_junk/metalgascan.mdl" "Glass Bottle" "models/props_junk/GlassBottle01a.mdl" "Glass Jug" "models/props_junk/glassjug01.mdl" "Shoe" "models/props_junk/Shoe001a.mdl" "Shovel" "models/props_junk/Shovel01a.mdl" "Paintcan 1" "models/props_junk/metal_paintcan001a.mdl" "Paintcan 2" "models/props_junk/metal_paintcan001b.mdl" "Plastic Bucket" "models/props_junk/plasticbucket001a.mdl" "Plastic Crate" "models/props_junk/PlasticCrate01a.mdl" "Can" "models/props_junk/PopCan01a.mdl" "~Computer Bits" "" "Lab Recieve 1" "models/props_lab/reciever01a.mdl" "Lab Recieve 2" "models/props_lab/reciever01b.mdl" "Lab Recieve 3" "models/props_lab/reciever01c.mdl" "Lab Recieve 4" "models/props_lab/reciever01d.mdl" "Monitor 1" "models/props_lab/monitor01a.mdl" "Monitor 2" "models/props_lab/monitor01b.mdl" "Monitor 3" "models/props_lab/monitor02.mdl" "CPU Tower 1" "models/props_lab/harddrive01.mdl" "CPU Tower 2" "models/props_lab/harddrive02.mdl" "Radio" "models/props_lab/citizenradio.mdl" "Console 1" "models/props_c17/consolebox01a.mdl" "Console 2" "models/props_c17/consolebox03a.mdl" "Console 3" "models/props_c17/consolebox05a.mdl" "Keyboard" "models/props_c17/computer01_keyboard.mdl" "TV" "models/props_c17/tv_monitor01.mdl" "~Weapons/Ammo" "" "357" "models/Weapons/W_357.mdl" "Alyx Gun" "models/Weapons/W_Alyx_Gun.mdl" "Annabelle" "models/Weapons/w_annabelle.mdl" "Bugbait" "models/Weapons/w_bugbait.mdl" "Crossbow" "models/Weapons/W_crossbow.mdl" "Crowbar" "models/Weapons/w_crowbar.mdl" "Grenade" "models/Weapons/w_grenade.mdl" "IRifle" "models/Weapons/w_IRifle.mdl" "Gravity" "models/Weapons/w_physics.mdl" "Pistol" "models/Weapons/W_pistol.mdl" "Rocket L" "models/Weapons/w_rocket_launcher.mdl" "Shotgun" "models/Weapons/w_shotgun.mdl" "SMG" "models/Weapons/w_smg1.mdl" "Baton" "models/Weapons/w_stunbaton.mdl" "357ammo" "models/Items/357ammo.mdl" "Ammo Crate" "models/Items/ammoCrate_Rockets.mdl" "AR2 Grenade" "models/Items/AR2_Grenade.mdl" "BoxBuckshot" "models/Items/BoxBuckshot.mdl" "~Human Gibs" "" "Skull" "models\gibs\HGIBS.mdl" "Ribs" "models\gibs\HGIBS_rib.mdl" "Scapula" "models\gibs\HGIBS_scapula.mdl" "Spine" "models\gibs\HGIBS_spine.mdl" } "Useful Stuff" { "~Useful Stuff" "" "Wood Crate 1" "models/props_junk/wood_crate001a.mdl" "Wood_Crate 2" "models/props_junk/wood_crate002a.mdl" "Wood_Pallet" "models/props_junk/wood_pallet001a.mdl" "Dumpster" "models/props_junk/TrashDumpster02.mdl" "Dumpst Lid" "models/props_junk/TrashDumpster02b.mdl" "Long Desk" "models/props_wasteland/controlroom_desk001a.mdl" "File Cabinet 1" "models/props_wasteland/controlroom_filecabinet001a.mdl" "File Cabinet 2" "models/props_wasteland/controlroom_filecabinet002a.mdl" "Dock Plank" "models/props_wasteland/dockplank01b.mdl" "Blast Door 1" "models/props_lab/blastdoor001a.mdl" "Blast Door 2" "models/props_lab/blastdoor001b.mdl" "Blast Door 3" "models/props_lab/blastdoor001c.mdl" "Ravenholm Sign" "models/props_junk/ravenholmsign.mdl" "Vending 1" "models/props_interiors/VendingMachineSoda01a.mdl" "Vending Door" "models/props_interiors/VendingMachineSoda01a_door.mdl" "Dock Pole" "models/props_docks/dock01_pole01a_128.mdl" "Dock Pole Long" "models/props_docks/dock01_pole01a_256.mdl" "Breen Desk" "models/props_combine/breendesk.mdl" "Ladder" "models/props_c17/metalladder001.mdl" "Concrete Barrier" "models/props_c17/concrete_barrier001a.mdl" "Door 1" "models/props_c17/door01_left.mdl" "Door Glass" "models/props_c17/door02_double.mdl" "Blue Barrel" "models/props_borealis/bluebarrel001.mdl" "Boat Door" "models/props_borealis/borealis_door001a.mdl" "Wood_Fence 1" "models/props_wasteland/wood_fence01a.mdl" "Wood_Fence 2" "models/props_wasteland/wood_fence02a.mdl" "Metal_Panel 1" "models/props_debris/metal_panel01a.mdl" "Metal_Panel 2" "models/props_debris/metal_panel02a.mdl" "Barrel" "models/props_c17/oildrum001.mdl" "Barrel Explosive" "models/props_c17/oildrum001_explosive.mdl" "Letter E" "models/props_rooftop/Sign_Letter02_E002.mdl" "Letter K" "models/props_rooftop/Sign_Letter02_K002.mdl" "Letter Rus1" "models/props_rooftop/Sign_Letter02_Rus1002.mdl" "Letter F" "models/props_rooftop/Sign_Letter_F001b.mdl" "Letter H" "models/props_rooftop/Sign_Letter_H001.mdl" "Letter M" "models/props_rooftop/Sign_Letter_M001.mdl" "Letter T" "models/props_rooftop/Sign_Letter_T001.mdl" "Letter U" "models/props_rooftop/Sign_Letter_U001b.mdl" "Cargo Container 1" "models/props_wasteland/cargo_container01.mdl" "Cargo Container 2" "models/props_wasteland/cargo_container01b.mdl" "Kennel" "models/props_lab/kennel.mdl" "Orange Tube" "models/props_lab/generatortube.mdl" "Sign Pole" "models/props_c17/signpole001.mdl" "Iron Beam 1" "models/props_junk/iBeam01a.mdl" "Iron Beam 2" "models/props_junk/iBeam01a_cluster01.mdl" "Saw Blade" "models/props_junk/sawblade001a.mdl" "@Misc" "" "Teleporter" "models/props_lab/teleplatform.mdl" "Plug" "models/props_lab/tpplug.mdl" "Plug holder" "models/props_lab/tpplugholder_single.mdl" "Clock" "models/props_trainstation/clock01.mdl" "Handrail" "models/props_trainstation/handrail_64decoration001a.mdl" "Payphone" "models/props_trainstation/payphone001a.mdl" "Pole" "models/props_trainstation/pole_448Connection002b.mdl" "Track Sign 1" "models/props_trainstation/TrackSign01.mdl" "Track Sign 2" "models/props_trainstation/TrackSign02.mdl" "Track Sign 3" "models/props_trainstation/TrackSign03.mdl" "Track Sign 4" "models/props_trainstation/TrackSign07.mdl" "Track Sign 5" "models/props_trainstation/TrackSign08.mdl" "Track Sign 6" "models/props_trainstation/TrackSign09.mdl" "Track Sign 7" "models/props_trainstation/TrackSign10.mdl" "Train Clock" "models/props_trainstation/trainstation_clock001.mdl" "Train Post" "models/props_trainstation/trainstation_post001.mdl" "Barricade 1" "models/props_wasteland/barricade001a.mdl" "Barricade 2" "models/props_wasteland/barricade002a.mdl" "Buoy" "models/props_wasteland/buoy01.mdl" "Gas Pump" "models/props_wasteland/gaspump001a.mdl" "Gear" "models/props_wasteland/gear01.mdl" "Cooling Tank" "models/props_wasteland/horizontalcoolingtank04.mdl" "Vent" "models/props_junk/vent001.mdl" "BigRock" "models/props_lab/BigRock.mdl" "Locker Door" "models/props_lab/lockerdoorleft.mdl" } "Vehicles" { "@Usable" "" "=Jeep" "jeep" "=Airboat" "airboat" "=Pod" "pod" "@Land Based" "" "#Ragdoll Car" "models/props_vehicles/car001a_phy.mdl" "Combine APC" "models/combine_apc.mdl" "Human APC" "models/props_vehicles/apc001.mdl" "Hatchback 1" "models/props_vehicles/car001a_hatchback.mdl" "Hatchback 2" "models/props_vehicles/car001b_hatchback.mdl" "Car 1" "models/props_vehicles/car002a.mdl" "Car 2" "models/props_vehicles/car002b.mdl" "Car 3" "models/props_vehicles/car003a.mdl" "Car 4" "models/props_vehicles/car003b.mdl" "Car 5" "models/props_vehicles/car004a.mdl" "Car 6" "models/props_vehicles/car004b.mdl" "Car 7" "models/props_vehicles/car005a.mdl" "Car 8" "models/props_vehicles/car005b.mdl" "Truck 1" "models/props_vehicles/truck001a.mdl" "Truck Cab" "models/props_vehicles/truck002a_cab.mdl" "Truck 2" "models/props_vehicles/truck003a.mdl" "Van" "models/props_vehicles/van001a.mdl" "Wagon" "models/props_vehicles/wagon001a.mdl" "@Parts" "" "Car Axel" "models/props_vehicles/carparts_axel01a.mdl" "Car Door" "models/props_vehicles/carparts_door01a.mdl" "Car Muffler" "models/props_vehicles/carparts_muffler01a.mdl" "Car Tire" "models/props_vehicles/carparts_tire01a.mdl" "Car Wheel" "models/props_vehicles/carparts_wheel01a.mdl" "Wheel - APC" "models/props_vehicles/apc_tire001.mdl" "Wheel - Tractor" "models/props_vehicles/tire001a_tractor.mdl" "Wheel - Truck" "models/props_vehicles/tire001b_truck.mdl" "Wheel - Car" "models/props_vehicles/tire001c_car.mdl" "Wheel Metal 1" "models/props_wasteland/wheel01.mdl" "Wheel Metal 2" "models/props_wasteland/wheel02a.mdl" "Wheel Metal 3" "models/props_wasteland/wheel02b.mdl" "Wheel Metal 4" "models/props_wasteland/wheel03a.mdl" "Wheel Metal 5" "models/props_wasteland/wheel03b.mdl" "@Water Based" "" "Boat 1" "models/props_wasteland/boat_01.mdl" "Boat 2" "models/props_canal/boat001a.mdl" "Boat 3" "models/props_canal/boat001b.mdl" "Boat 4" "models/props_canal/boat002b.mdl" "@Misc" "" "Combine Train 1" "models/props_combine/combine_train02a.mdl" "Combine Train 2" "models/props_combine/combine_train02b.mdl" "Generator" "models/props_vehicles/generatortrailer01.mdl" "Trailer 1" "models/props_vehicles/trailer001a.mdl" "Trailer 2" "models/props_vehicles/trailer002a.mdl" "Wheel Barrow" "models/props_junk/Wheebarrow01a.mdl" }

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