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Copy patheditor_setup.xml
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1582 lines (1199 loc) · 75.2 KB
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<editor>
<classes>
<!-- Ambient sound -->
<class name="ambient_sound">
<help>Plays sound for a local player when entering specifies radius.</help>
<sound>
<file>eventName</file>
<volume>volume</volume>
<min_distance>minFalloff</min_distance>
<max_distance>maxFalloff</max_distance>
<pitch>pitch</pitch>
<rolloff>falloffType</rolloff>
<type>positioning</type>
</sound>
<billboard>
<file>materials/editor/sound_billboard.material</file>
</billboard>
<parameter name="eventName" type="file" filter="sound" label="FMOD event name" default="" help="Sound to play when player enters radius."/>
<sphere><radius>radius</radius></sphere>
<parameter name="radius" type="distance" label="Trigger radius" default="12.5" help="Players entering this sphere will have sound triggered for them."/>
<sphere><radius>minFalloff</radius></sphere>
<parameter name="minFalloff" type="distance" label="Minimum falloff" default="5" help="Sound is played at full volume within this distance."/>
<sphere><radius>maxFalloff</radius></sphere>
<parameter name="maxFalloff" type="distance" label="Maximum falloff" default="12" help="Sound is decreased to inaudible at this distance (using linear or logarithmic falloff)."/>
<parameter name="falloffType" type="choice" label="Falloff type" default="2">
<choice label="Logarithmic" value="1" help="minFalloff is where sound starts to attenuate from. maxFalloff is ignored. More realistic, not very game-friendly."/>
<choice label="Linear" value="2" help="Sound is full volume at minFalloff and becomes inaudible at maxFalloff."/>
<choice label="Custom" value="3" help="Sound uses custom falloff (defined in FMOD)."/>
</parameter>
<parameter name="volume" type="real" label="Volume (0 to 1)" default=".5"/>
<parameter name="pitch" type="real" label="Pitch (+4 octaves to -4 octaves)" default="0.0"/>
<parameter name="positioning" type="choice" label="Type" default="1" help="">
<choice label="World relative" value="1"/>
<choice label="Head relative" value="2"/>
</parameter>
<parameter name="offOnExit" type="boolean" label="Turns off when player leaves radius" default="true"/>
<parameter name="startsOn" type="boolean" label="Starts on" default="false"/>
</class>
<class name="ambient_sound_player">
<parent>signal_listener</parent>
<help>This signal listener will start nearby ambient_sounds when it receives the startsOnMessage.</help>
<model>
<file>models/system/editor/ambient_sound.model</file>
</model>
<parameter name="startsOnMessage" type="string" label="Trigger message" default="play" help="Nearby ambient_sound entities will play when this message is received"/>
<sphere><radius>nearbyDistance</radius></sphere>
<parameter name="nearbyDistance" type="distance" label="Trigger distance" default="5" help="This entitity will search for ambient sounds within this distance."/>
</class>
<!-- Forcefield for tutorial -->
<class name="forcefield" placeable="true">
<model>
<file>models/effects/proximity_force_field_noEntry.model</file>
<scale>scale</scale>
<default_model>models/system/editor/team_location.model</default_model>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0"/>
<parameter name="name" type="string" label="Name" default=""/>
</class>
<!-- Un-animated prop -->
<class name="prop_static" placeable="false">
<model>
<file>model</file>
<scale>scale</scale>
<casts_shadows>castsShadows</casts_shadows>
<default_model>models/system/editor/team_location.model</default_model>
<static_collider>true</static_collider>
<static_visual>true</static_visual>
</model>
<size>
<scale>scale</scale>
</size>
<pathing>
<include>pathInclude</include>
<walkable>pathWalkable</walkable>
<file>model</file>
</pathing>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0"/>
<parameter name="model" type="file" label="Model" filter="*.model"/>
<parameter name="castsShadows" type="boolean" label="Casts Shadows" default="true"/>
<!-- Allow prop to be shown or not for commander -->
<parameter name="commAlpha" type="real" label="Commander Alpha" help="0-1. Doesn't collide if less than 1." default="1.0"/>
<!-- Allow prop to be excluded/included from the nav mesh generation -->
<parameter name="pathInclude" type="boolean" label="Pathing Include" help="On will include in NavMesh. Off excludes prop from nav mesh" default="true"/>
<parameter name="pathWalkable" type="boolean" label="Pathing Walkable" help="On will be walkable in NavMesh. Off makes prop not walkable in nav mesh" default="true"/>
<parameter name="collidable" type="boolean" label="Collidable" help="The prop can be collided with" default="true"/>
<parameter name="emissivePower" type="boolean" label="Emissive matches power" help="Matches emissiveness with the room power." default="true"/>
<parameter name="allowBullets" type="boolean" label="Allow Bullets Through" help="If collidable, allow bullets through as if it was not collidable." default="false"/>
</class>
<!-- Tutorial ambush example -->
<class name="ambush_example" placeable="true">
<model>
<file>models/bootcamp/ambush_example.model</file>
</model>
</class>
<class name="billboard" placeable="false">
<billboard>
<file>material</file>
<size>size</size>
</billboard>
<parameter name="material" type="file" label="Material" filter="*.material" default="materials/editor/unknown_billboard.material"/>
<parameter name="size" type="vector" label="Size" default="1.0, 1.0, 1.0"/>
</class>
<class name="decal" placeable="true">
<decal>
<file>material</file>
<extents>extents</extents>
<default_material>materials/dev/checkerboard.material</default_material>
</decal>
<box>
<extents>extents</extents>
</box>
<parameter name="extents" type="vector" label="Extents" default="1.0, 1.0, 1.0"/>
<parameter name="material" type="file" label="Material" filter="*.material"/>
</class>
<class name="reflection_probe" placeable="true">
<sphere>
<radius>distance</radius>
</sphere>
<billboard>
<file>materials/editor/reflection_probe_billboard.material</file>
</billboard>
<reflection_probe>
<radius>distance</radius>
<strength>strength</strength>
</reflection_probe>
<parameter name="distance" type="distance" label="Max Distance" help="Maximum distance the reflection probe will affect the scene" default="2.0"/>
<parameter name="strength" type="real" label="Strength" help="Intensity of the reflections. Recommended to be less than 0.5" default="0.5"/>
<parameter name="ignorePowergrid" type="boolean" label="Ignore power grid" default="false"/>
</class>
<!-- Base class for all lights -->
<class name="light_base" placeable="false">
<parameter name="color" type="color" label="Color" default="1.0, 1.0, 1.0"/>
<parameter name="distance" type="distance" label="Max Distance" default="2.0"/>
<parameter name="intensity" type="real" label="Intensity" default="5.0"/>
<parameter name="ignorePowergrid" type="boolean" label="Ignore power grid" default="false"/>
</class>
<!-- Point light -->
<class name="light_point" placeable="false">
<parent>light_base</parent>
<point_light>
<color>color</color>
<radius>distance</radius>
<intensity>intensity</intensity>
<casts_shadows>casts_shadows</casts_shadows>
<shadow_fade_rate>shadow_fade_rate</shadow_fade_rate>
<specular>specular</specular>
</point_light>
<sphere>
<radius>distance</radius>
</sphere>
<billboard>
<file>materials/editor/pointlight_billboard.material</file>
</billboard>
<parameter name="casts_shadows" type="boolean" label="Casts Shadows" default="false"/>
<parameter name="shadow_fade_rate" type="real" label="Shadow Fade Rate" default="0.25"/>
<parameter name="specular" type="boolean" label="Specular" default="false"/>
</class>
<!-- Spot light -->
<class name="light_spot" placeable="false">
<parent>light_base</parent>
<spot_light>
<color>color</color>
<radius>distance</radius>
<intensity>intensity</intensity>
<inner_angle>innerAngle</inner_angle>
<outer_angle>outerAngle</outer_angle>
<atmospheric_density>atmospheric_density</atmospheric_density>
<casts_shadows>casts_shadows</casts_shadows>
<shadow_fade_rate>shadow_fade_rate</shadow_fade_rate>
<specular>specular</specular>
<gobo_texture>gobo_texture</gobo_texture>
</spot_light>
<cone_radius>
<radius>distance</radius>
<angle>outerAngle</angle>
</cone_radius>
<cone_angle>
<angle>innerAngle</angle>
<radius>distance</radius>
</cone_angle>
<cone_angle>
<angle>outerAngle</angle>
<radius>distance</radius>
</cone_angle>
<billboard>
<file>materials/editor/spotlight_billboard.material</file>
</billboard>
<parameter name="innerAngle" type="angle" label="Inner Angle" default="30.0"/>
<parameter name="outerAngle" type="angle" label="Outer Angle" default="40.0"/>
<parameter name="atmospheric_density" type="real" label="Atmospheric Density" default="0.0"/>
<parameter name="casts_shadows" type="boolean" label="Casts Shadows" default="true"/>
<parameter name="shadow_fade_rate" type="real" label="Shadow Fade Rate" default="0.25"/>
<parameter name="specular" type="boolean" label="Specular" default="true"/>
<parameter name="gobo_texture" type="file" label="Gobo Texture" filter="*.dds" help="Texture map that is projected from the light."/>
</class>
<!-- Ambient light -->
<class name="light_ambient" placeable="false">
<parent>light_base</parent>
<ambient_light>
<radius>distance</radius>
<intensity>intensity</intensity>
<color_dir_right>color_dir_right</color_dir_right>
<color_dir_left>color_dir_left</color_dir_left>
<color_dir_up>color_dir_up</color_dir_up>
<color_dir_down>color_dir_down</color_dir_down>
<color_dir_forward>color_dir_forward</color_dir_forward>
<color_dir_backward>color_dir_backward</color_dir_backward>
</ambient_light>
<sphere>
<radius>distance</radius>
</sphere>
<billboard>
<file>materials/editor/light_billboard.material</file>
</billboard>
<parameter name="color_dir_right" type="color" label="Right Color" default="1.0, 1.0, 1.0"/>
<parameter name="color_dir_left" type="color" label="Left Color" default="1.0, 1.0, 1.0"/>
<parameter name="color_dir_up" type="color" label="Up Color" default="1.0, 1.0, 1.0"/>
<parameter name="color_dir_down" type="color" label="Down Color" default="1.0, 1.0, 1.0"/>
<parameter name="color_dir_forward" type="color" label="Forward Color" default="1.0, 1.0, 1.0"/>
<parameter name="color_dir_backward" type="color" label="Backward Color" default="1.0, 1.0, 1.0"/>
</class>
<!-- Base class for color grading -->
<class name="color_grading" placeable="false">
<color_grading>
<radius>distance</radius>
<balance>balance</balance>
<brightness>brightness</brightness>
<contrast>contrast</contrast>
</color_grading>
<parameter name="balance" type="color" label="Color Balance" default="0.0, 0.0, 0.0"/>
<parameter name="distance" type="distance" label="Max Distance" default="2.0"/>
<parameter name="brightness" type="real" label="Brightness" default="0.0"/>
<parameter name="contrast" type="real" label="Contrast" default="0.0"/>
<billboard>
<file>materials/editor/color_billboard.material</file>
</billboard>
<sphere>
<radius>distance</radius>
</sphere>
</class>
<!-- Camera position -->
<class name="camera_origin" placeable="true">
<model>
<file>models/system/editor/camera_origin.model</file>
</model>
<parameter name="cameraName" type="string" label="Camera Name" help="Name of the camera to be referenced in LUA." default=""/>
<parameter name="fov" type="real" label="FOV" help="Field of view of the camera, in degrees. 90 is normal." default="90.0"/>
</class>
<!-- Target position -->
<class name="target_point">
<model>
<file>models/system/editor/waypoint.model</file>
</model>
<parameter name="targetName" type="string" label="Target Name" help="Name this position will be referred to as in LUA." default=""/>
</class>
<!-- Target vector -->
<class name="cheering_marine">
<model>
<file>models/marine/male/male.model</file>
</model>
</class>
<!-- Base spawn point -->
<class name="base_start" placeable="false">
<model>
<file>models/system/editor/player_spawn.model</file>
</model>
</class>
<!-- Player spawn point -->
<class name="ready_room_start">
<parent>base_start</parent>
<model>
<file>models/system/editor/player_spawn.model</file>
</model>
</class>
<!-- Skulk challenge bot spawn point -->
<class name="bot_spawn">
<parent>base_start</parent>
<model>
<file>models/system/editor/player_spawn.model</file>
</model>
<parameter name="spawngroup" label="Spawn Group" type="integer" default="0" help="Spawn group for hive challenge bot spawner." />
</class>
<!-- Placeable structures -->
<class name="base_alien_structure" placeable="false">
<parameter name="startsBuilt" label="Starts Built" type="boolean" default="true" />
<parameter name="startsMature" label="Starts Mature" type="boolean" default="false" />
<!-- Team number -->
<parameter name="teamNumber" type="choice" label="Team Number" default="2">
<choice label="World" value="0"/>
<choice label="Marine" value="1"/>
<choice label="Alien" value="2"/>
</parameter>
<parameter name="onlyexplore" label="Only Explore" type="boolean" default="true" help="Only create this entity during explore/training mode"/>
</class>
<!-- Placeable structures -->
<class name="base_structure" placeable="false">
<parameter name="startsBuilt" label="Starts Built" type="boolean" default="true" />
<!-- Team number -->
<parameter name="teamNumber" type="choice" label="Team Number" default="1">
<choice label="World" value="0"/>
<choice label="Marine" value="1"/>
<choice label="Alien" value="2"/>
</parameter>
<parameter name="onlyexplore" label="Only Explore" type="boolean" default="true" help="Only create this entity during explore/training mode"/>
</class>
<class name="commandstation"> <parent>base_structure</parent><model><file>models/marine/command_station/command_station.model</file></model></class>
<class name="extractor"> <parent>base_structure</parent><model><file>models/marine/extractor/extractor.model</file></model></class>
<class name="infantryportal"> <parent>base_structure</parent><model><file>models/marine/infantry_portal/infantry_portal.model</file></model></class>
<class name="sentry"> <parent>base_structure</parent><model><file>models/marine/sentry/sentry.model</file></model></class>
<class name="powerpack"> <parent>base_structure</parent><model><file>models/marine/portable_node/portable_node.model</file></model></class>
<class name="prototypelab"> <parent>base_structure</parent><model><file>models/marine/prototype_lab/prototype_lab.model</file></model></class>
<class name="armslab"> <parent>base_structure</parent><model><file>models/marine/arms_lab/arms_lab.model</file></model></class>
<class name="arc"> <parent>base_structure</parent><model><file>models/marine/arc/arc.model</file></model></class>
<class name="phasegate"> <parent>base_structure</parent><model><file>models/marine/phase_gate/phase_gate.model</file></model></class>
<class name="mine"> <parent>base_structure</parent><model><file>models/marine/mine/mine.model</file></model></class>
<class name="harvester"> <parent>base_alien_structure</parent><model><file>models/alien/harvester/harvester.model</file></model></class>
<class name="hydra"> <parent>base_alien_structure</parent><model><file>models/alien/hydra/hydra.model</file></model></class>
<class name="clog"> <parent>base_alien_structure</parent><model><file>models/alien/gorge/clog.model</file></model></class>
<class name="crag"> <parent>base_alien_structure</parent><model><file>models/alien/crag/crag.model</file></model></class>
<class name="contamination"> <parent>base_alien_structure</parent><model><file>models/alien/contamination/contamination.model</file></model></class>
<class name="cyst"> <parent>base_alien_structure</parent><model><file>models/alien/cyst/cyst.model</file></model></class>
<class name="shift"> <parent>base_alien_structure</parent><model><file>models/alien/shift/shift.model</file></model></class>
<class name="shade"> <parent>base_alien_structure</parent><model><file>models/alien/shade/shade.model</file></model></class>
<class name="whip"> <parent>base_alien_structure</parent><model><file>models/alien/whip/whip.model</file></model></class>
<class name="egg"> <parent>base_alien_structure</parent><model><file>models/alien/egg/egg.model</file></model></class>
<class name="veil"> <parent>base_alien_structure</parent><model><file>models/alien/veil/veil.model</file></model></class>
<class name="shell"> <parent>base_alien_structure</parent><model><file>models/alien/shell/shell.model</file></model></class>
<class name="spur"> <parent>base_alien_structure</parent><model><file>models/alien/spur/spur.model</file></model></class>
<class name="armory"> <parent>base_structure</parent>
<model><file>models/marine/armory/armory.model</file></model>
<parameter name="startsUpgraded" type="boolean" default="false" />
</class>
<class name="observatory"> <parent>base_structure</parent>
<model><file>models/marine/observatory/observatory.model</file></model>
<parameter name="phaseTechResearched" label="Start with phase tech researched" type="boolean" default="false" />
</class>
<class name="roboticsfactory">
<parent>base_structure</parent>
<model>
<file>models/marine/robotics_factory/robotics_factory.model</file>
</model>
<parameter name="arcFactory" label="ARC robotics factory" type="boolean" help="Start with ARC robotics factory upgrade" default="false" />
</class>
<class name="hive"> <parent>base_alien_structure</parent>
<model><file>models/alien/hive/hive.model</file></model>
<parameter name="hiveType" type="choice" label="Hive Type" default="0">
<choice label="Not Upgraded" value="0"/>
<choice label="Crag Hive" value="1"/>
<choice label="Shade Hive" value="2"/>
<choice label="Shift Hive" value="3"/>
</parameter>
</class>
<class name="base_player" placeable="false">
<parameter name="onlyexplore" label="Only Explore" type="boolean" default="true" help="Only create this entity during explore/training mode"/>
<parameter name="name" label="Name" type="string" default="" />
</class>
<class name="base_alien" placeable="false">
<parent>base_player</parent>
<!-- Team number -->
<parameter name="teamNumber" type="choice" label="Team Number" default="2">
<choice label="World" value="0"/>
<choice label="Marine" value="1"/>
<choice label="Alien" value="2"/>
</parameter>
</class>
<class name="base_marine" placeable="false">
<parent>base_player</parent>
<!-- Team number -->
<parameter name="teamNumber" type="choice" label="Team Number" default="1">
<choice label="World" value="0"/>
<choice label="Marine" value="1"/>
<choice label="Alien" value="2"/>
</parameter>
</class>
<class name="marine"> <parent>base_marine</parent><model><file>models/marine/male/male_spawn.model</file></model></class>
<class name="exo">
<parent>base_marine</parent>
<model><file>models/marine/exosuit/exosuit_cm.model</file></model>
<parameter name="layout" type="choice" label="Layout" default="1">
<choice label="Claw Minigun" value="1"/>
<choice label="Dual Minigun" value="2"/>
</parameter>
</class>
<class name="skulk"> <parent>base_alien</parent><model><file>models/alien/skulk/skulk.model</file></model></class>
<class name="gorge"> <parent>base_alien</parent><model><file>models/alien/gorge/gorge.model</file></model></class>
<class name="lerk"> <parent>base_alien</parent><model><file>models/alien/lerk/lerk.model</file></model></class>
<class name="fade"> <parent>base_alien</parent><model><file>models/alien/fade/fade.model</file></model></class>
<class name="onos"> <parent>base_alien</parent><model><file>models/alien/onos/onos.model</file></model></class>
<class name="babbler"> <parent>base_alien</parent><model><file>models/alien/babbler/babbler.model</file></model></class>
<!-- NS2 strategy gameplay rules -->
<class name="ns2_gamerules" label="Use core NS2 strategy gameplay">
<parent>gamerules</parent>
<parameter name="roundStartMusic" type="file" filter="sound" label="Round start music" help="Defines the music played when a round starts." default="sound/NS2.fev/round_start" />
<model>
<file>models/system/editor/gamerules.model</file>
</model>
</class>
<!-- Skulk challenge gameplay rules -->
<class name="skulk_challenge_gamerules" label="Use skulk challenge gameplay">
<parent>gamerules</parent>
<model>
<file>models/system/editor/gamerules.model</file>
</model>
</class>
<!-- Skulk challenge finish line area -->
<class name="finish_line" placeable="true">
<model>
<file>models/system/editor/location.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0" help=""/>
<parameter name="name" label="Name" type="string" help="Name of trigger which can be referenced in lua." />
</class>
<!-- Reverb control -->
<class name="reverb">
<help>FMOD Reverb object. Place it to adjust the audio reverb qualities nearby. References reverb settings from FMOD Designer.</help>
<billboard>
<file>materials/editor/reverb_billboard.material</file>
</billboard>
<sphere><radius>minRadius</radius></sphere>
<parameter name="minRadius" type="distance" label="Min Radius" default="5.0" help="At this distance from the point, the reverb settings are fully heard."/>
<sphere><radius>maxRadius</radius></sphere>
<parameter name="maxRadius" type="distance" label="Max Radius" default="20.0" help="At this distance from the point, the reverb settings are no longer heard."/>
<parameter name="reverbType" type="choice" label="Type" default="1">
<choice label="Generic" value="1"/>
<choice label="Hallway" value="2"/>
<choice label="Vent" value="3"/>
<choice label="Medium Room" value="4"/>
<choice label="Large Room" value="5"/>
<choice label="Big Hallway" value="6"/>
<choice/>
</parameter>
</class>
<class name="signal_emitter" placeable="false">
<sphere><radius>signalRange</radius></sphere>
<parameter name="signalRange" type="distance" label="Emit radius" default="10" help="This is the maximum distance the signal will reach."/>
</class>
<class name="signal_listener" placeable="false">
<parameter name="listenChannel" type="integer" label="Listen channel" help="Messages not on this channel will be ignored." default="0"/>
</class>
<class name="timed_emitter">
<parent>signal_emitter</parent>
<model>
<file>models/system/editor/sound_reverb.model</file>
</model>
<parameter name="emitTime" type="real" label="Emit time" help="Time in seconds until signal will be emitted." default="1"/>
<parameter name="emitOnce" type="boolean" label="Emit only once" help="Signal will continue to emit at the rate defined by time when false." default="true"/>
<parameter name="emitChannel" type="integer" label="Emit channel" help="Only entities listening on this channel will receive the message." default="0"/>
<parameter name="emitMessage" type="string" label="Emit message" help="The listening entity must respond to this message." default="" />
</class>
<class name="button_emitter">
<parent>signal_emitter</parent>
<model>
<file>models/system/editor/waypoint.model</file>
</model>
<parameter name="emitChannel" type="integer" label="Emit channel" help="Only entities listening on this channel will receive the message." default="0"/>
<parameter name="emitMessage" type="string" label="Emit message" help="The listening entity must respond to this message." default="" />
<parameter name="coolDownTime" type="real" label="Cooldown time" help="The amount of seconds to wait after the button is pressed until it can be pressed again." default="0" />
</class>
<!-- Trigger -->
<class name="trigger" placeable="false">
<model>
<file>models/system/editor/location.model</file>
<scale>scale</scale>
</model>
<!-- <cube><volume>volume</volume></cube>
<parameter name="volume" type="vector" label="volume" default="1.0, 1.0, 1.0" help="Effective area of trigger."/>-->
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0" help=""/>
<parameter name="name" label="Name" type="string" help="Name of trigger which can be referenced by other entities" />
</class>
<!-- Area Trigger -->
<class name="area_trigger" placeable="true">
<model>
<file>models/system/editor/location.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0" help=""/>
<parameter name="name" label="Name" type="string" help="Name of trigger which can be referenced in lua." />
</class>
<class name="worldtooltip">
<parameter name="tooltip" type="string" label="Tooltip" help="Displays a tooltip to the player when looking at it, active only in explore/training mode."/>
<model>
<file>models/misc/attentionmark/attentionmark.model</file>
</model>
</class>
<!-- Ladder -->
<class name="ladder">
<model>
<file>models/system/editor/ladder.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0" help=""/>
</class>
<!-- Tell overview what area to render out and the game what area is playable for commander -->
<class name="minimap_extents">
<parent>trigger</parent>
<parameter name="useLegacyOverview" type="boolean" label="Legacy Overview Image" help="Maps blips (entity icons) in-game to the minimap using old, incorrect technique that matches up with pre-320 generated overview images." default="false"/>
</class>
<!-- Team join -->
<class name="team_join">
<model>
<file>models/system/editor/location.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0"/>
<parameter name="name" type="string" label="Name" help="Name of trigger which can be referenced by other entities" />
<!-- Team number -->
<parameter name="teamNumber" type="choice" label="Team Number" default="1">
<choice label="Marine" value="1"/>
<choice label="Alien" value="2"/>
<choice label="Spectate" value="0"/>
<choice label="Random" value="3"/>
</parameter>
</class>
<!-- Simple location -->
<class name="location" help="Enter name location which is shown to players" >
<parent>trigger</parent>
<parameter name="showOnMinimap" type="boolean" label="Show On Minimap" help="Show location on minimap" default="true"/>
</class>
<!-- Kill trigger -->
<class name="death_trigger">
<model>
<file>models/system/editor/death_trigger.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0"/>
<parameter name="name" type="string" label="Name" help="Name of trigger which can be referenced by other entities" />
<parent>signal_listener</parent>
<parameter name="enabled" type="boolean" label="Trigger enabled" help="Will not kill when disabled." default="true"/>
<parameter name="damageOverTime" type="real" label="Damage over time" help="If set to any value greater than 0, this amount of damage will be applied per second." default="0"/>
<parameter name="teamType" type="choice" label="Team to damage" help="Determines what team can take damage in this trigger" default="1">
<choice label="Both" value="1"/>
<choice label="Marine" value="2"/>
<choice label="Alien" value="3"/>
</parameter>
<parameter name="damageType" type="choice" label="Damage Type" help="Determines the type of damage this should be. This is for visual effects only." default="1">
<choice label="Normal" value="1"/>
<choice label="Gas" value="2"/>
<choice label="Fire" value="3"/>
<choice label="Electric" value="4"/>
</parameter>
</class>
<class name="teleport_trigger">
<model>
<file>models/system/editor/teleport_trigger.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="1.0, 1.0, 1.0"/>
<parameter name="name" type="string" label="Name" help="Name of trigger which can be referenced by other entities" />
<parameter name="teleportDestinationId" type="integer" label="Teleport Destination ID" help="Place a teleport_destination entity with the same ID used." default="0"/>
</class>
<class name="teleport_destination">
<model>
<file>models/system/editor/waypoint.model</file>
</model>
<parameter name="teleportDestinationId" type="integer" label="Teleport Destination ID" help="Use same ID used for teleport_trigger to connect them." default="0"/>
</class>
<!-- IP attach range circle -->
<class name="ip_attach_range" placeable="true">
<model>
<file>models/misc/circle/circle.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="19.6, 1.0, 19.6" help="Size of Infantry Portal attach range to command station"/> <!-- Currently 10 meters -->
</class>
<!-- ARC range circle -->
<class name="arc_range_circle" placeable="true">
<model>
<file>models/misc/circle/circle.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="51.6, 1.0, 51.6" help="Size of ARC range circle"/> <!-- Currently 10 meters -->
</class>
<!-- Obs range circle -->
<class name="obs_range_circle" placeable="true">
<model>
<file>models/misc/circle/circle.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="43.67, 1.0, 43.67" help="Size of Observatory range circle"/> <!-- Currently 22 meters -->
</class>
<!-- Relevancy range circle -->
<class name="relevancy_range_circle" placeable="true">
<model>
<file>models/misc/circle/circle.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="81.5, 1.0, 81.5" help="Size of max relevancy range circle"/> <!-- Currently 40 meters -->
</class>
<!-- Relevancy range circle -->
<class name="egg_spawn_range_circle" placeable="true">
<model>
<file>models/misc/circle/circle_alien.model</file>
<scale>scale</scale>
</model>
<size>
<scale>scale</scale>
</size>
<parameter name="scale" type="vector" label="Scale" default="44.86, 1.0, 44.86" help="Size of egg auto spawn range from a hive"/> <!-- Currently 22 meters -->
</class>
<class name="sound_effect">
<parent>signal_listener</parent>
<help>This sound effect can be used to play sounds based on messages received from other entities in the map.</help>
<model>
<file>models/system/editor/ambient_sound.model</file>
</model>
<parameter name="eventName" type="file" filter="sound" label="FMOD event name" default="" help="Sound to play."/>
<parameter name="startsOnMessage" type="string" label="The sound effect will play when this message is received" default="play"/>
</class>
<!-- Tech point for building a Command Station or Hive -->
<class name="tech_point">
<pathing>
<include></include>
<file>models/misc/tech_point/tech_point_editor.model</file>
</pathing>
<model>
<file>models/misc/tech_point/tech_point_editor.model</file>
<static_collider>true</static_collider>
<static_visual>true</static_visual>
</model>
<parameter name="teamNumber" type="choice" label="Team Number" default="0">
<choice label="Either team random start" value="0"/>
<choice label="Marine-only random start" value="1"/>
<choice label="Alien-only random start" value="2"/>
<choice label="Don't use as random start" value="3"/>
</parameter>
<parameter name="chooseWeight" label="Spawn weight" type="integer" help="Weight should be greater than 0, the higher the weight, the more likely this point will be chosen" default="1"/>
<parameter name="exploreModeStart" type="choice" label="Explore Mode Start" default="0">
<choice label="Don't use" value="0"/>
<choice label="Marine start" value="1"/>
<choice label="Alien start" value="2"/>
</parameter>
<parameter name="extendAmount" type="real" label="Arm extension" help="This controls how long the Hive arms are. The value must be between 0 and 1." default="0"/>
</class>
<!-- Tech point to be used in smaller rooms -->
<class name="tech_point_hole" placeable="false">
<model>
<file>models/misc/tech_point_hole/tech_point_hole.model</file>
</model>
</class>
<class name="resource_point">
<model>
<file>models/misc/resource_nozzle/resource_nozzle_editor.model</file>
</model>
</class>
<!-- -->
<class name="spawn_selection_override">
<model>
<file>models/system/editor/spawn_select_override.model</file>
</model>
<parameter name="alienSpawn" type="string" label="Alien spawn location" help="This is the location where the Alien team will spawn in this configuration." default=""/>
<parameter name="marineSpawn" type="string" label="Marine spawn location" help="This is the location where the Marine team will spawn in this configuration." default=""/>
</class>
<class name="commander_camera">
<model>
<file>models/system/editor/commander_camera.model</file>
</model>
<parameter name="cameraHeight" type="distance" label="Camera height" default="10.0"/>'
</class>
<class name="door">
<model>
<file>models/misc/door/door.model</file>
</model>
<parameter name="weldTime" label="Weld time" type="real" help="Weld time in seconds" default="20.0"/>
<parameter name="weldHealth" label="Weld health" type="real" help="Health to destroy after welded (1 to 2000)" default="250.0"/>
<parameter name="clean" label="Use clean version" type="boolean" help="Uses the alternate clean version of the door model" default="false"/>
</class>
<!-- Power grid -->
<class name="power_point" help="Place in location entity to affect structures and lights there">
<model>
<file>models/system/editor/power_node.model</file>
</model>
<parameter name="startSocketed" label="Starts socketed" type="boolean" default="false" />
</class>
<!-- Cinematic entity -->
<class name="cinematic_base" placeable="false">
<cinematic>
<file>cinematicName</file>
<repeat_style>repeatStyle</repeat_style>
</cinematic>
<parameter name="cinematicName" type="file" label="Cinematic file" default="" filter="*.cinematic" help="Name of cinematic file (created with Cinematic Editor)"/>
<parameter name="repeatStyle" type="choice" label="Repeat Style" default="1">
<choice label="No Repeat" value="0"/>
<choice label="Loop" value="1"/>
<choice label="Endless" value="2"/>
</parameter>
<parameter name="commanderInvisible" type="boolean" label="Commander Invisible" help="This cinematic will not be displayed for commanders if this value is true." default="false" />
</class>
<class name="cinematic">
<parent>cinematic_base</parent>
<parent>signal_listener</parent>
<help>Adds a cinematic entity to the game world.</help>
<model>
<file>models/system/editor/cinematic.model</file>
</model>
<parameter name="startsOnMessage" type="string" label="Play on message" help="The cinematic effect will play when this message is received" default=""/>
</class>
<class name="sound_effect">
<parent>signal_listener</parent>
<help>This sound effect can be used to play sounds based on messages received from other entities in the map.</help>
<model>
<file>models/system/editor/ambient_sound.model</file>
</model>
<parameter name="eventName" type="file" filter="sound" label="FMOD event name" default="" help="Sound to play."/>
<parameter name="startsOnMessage" type="string" label="Play on message" help="The sound effect will play when this message is received" default="play"/>
</class>
<!-- Animated prop -->
<class name="prop_dynamic" placeable="true">
<parent>signal_emitter</parent>
<model>
<file>model</file>
<scale>scale</scale>
<default_model>models/system/editor/team_location.model</default_model>
</model>
<size>
<scale>scale</scale>
</size>
<pathing>
<include>pathInclude</include>