initial commit
This commit is contained in:
@@ -0,0 +1,525 @@
|
||||
//======================================================================//
|
||||
// Default Map Settings Configuration File //
|
||||
// VERSION: Sven Co-op v5.0 //
|
||||
// //
|
||||
// You can use this file as a basis for settings in your own map. Make //
|
||||
// a copy of this file and name it the same as your map's BSP file, and //
|
||||
// put it along side in the 'maps' folder. //
|
||||
// //
|
||||
// IMPORTANT: DO NOT REMOVE THIS FILE! //
|
||||
//======================================================================//
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// PLAYER START SPAWN SETTINGS
|
||||
//=========================================================
|
||||
|
||||
//======================================================================//
|
||||
// The amount of health and armor (HEV battery) players spawn with, and //
|
||||
// the limits on what they can hold. If a player's health/armor is more //
|
||||
// than the maximum allowed, it will trickle/decay down to the limit. //
|
||||
// //
|
||||
// Default: 100 (health, maxhealth, and maxarmor), 0 (armor) //
|
||||
//======================================================================//
|
||||
starthealth 100
|
||||
startarmor 0
|
||||
maxhealth 100
|
||||
maxarmor 100
|
||||
|
||||
//======================================================================//
|
||||
// Specify all: items, weapons, and ammo that players start with, here. //
|
||||
// E.g. To have a player spawn with an Uzi, add: weapon_uzi //
|
||||
// //
|
||||
// When supplying ammo, a number amount must be placed at the end. //
|
||||
// E.g. 'ammo_9mm 1' will supply 1 clip of ammo to the spawning player. //
|
||||
// //
|
||||
// Can also use: 'item_longjump', 'nosuit', 'nomedkit' //
|
||||
// (Nosuit and nomedkit are not recommended.) //
|
||||
// //
|
||||
// This equipment will only be provided as is if your own map's config //
|
||||
// specifies NO equipment at all. //
|
||||
//======================================================================//
|
||||
weapon_crowbar
|
||||
weapon_glock
|
||||
ammo_9mm 2
|
||||
|
||||
//======================================================================//
|
||||
// Number of units to raise player spawn point positions. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
plrstart_zoffset 0
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// SERVER SETTINGS
|
||||
//=========================================================
|
||||
|
||||
//======================================================================//
|
||||
// 0 = NPCs will be unable to see or detect enemies UNLESS a player //
|
||||
// is near their location. (This is how Half-Life normally works) //
|
||||
// //
|
||||
// 1 = NPCs will always attempt to scan for enemies. They will also //
|
||||
// engage in combat even if there are no players on the server. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
sv_ai_enemy_detection_mode 0
|
||||
|
||||
//======================================================================//
|
||||
// When the player looks at a player in the game: //
|
||||
// 0 = No information about the player is displayed. //
|
||||
// 1 = Information is displayed. //
|
||||
// 2 = Information is displayed only for our team/allies. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_allowplayerinfo 1
|
||||
|
||||
//======================================================================//
|
||||
// When the player looks at a monster in the game: //
|
||||
// 0 = No information about the monster is displayed. //
|
||||
// 1 = No information about neutral/enemy monsters are displayed. //
|
||||
// 2 = Information is displayed only for our team/allies. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_allowmonsterinfo 1
|
||||
|
||||
//======================================================================//
|
||||
// Disable player weapon use while held by a barnacle tongue: //
|
||||
// 0 = Allow weapons //
|
||||
// 1 = Disallow weapons //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_barnacle_paralyze 1
|
||||
|
||||
//======================================================================//
|
||||
// Specifies how many seconds players must wait before they can respawn.//
|
||||
// //
|
||||
// Default: 5 //
|
||||
//======================================================================//
|
||||
mp_respawndelay 5
|
||||
|
||||
//======================================================================//
|
||||
// Set to 0 if there's only one spawnpoint available on the level. //
|
||||
// If your map has multiple spawn points they will be handled more //
|
||||
// efficiently with this setting enabled. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_multiplespawn 1
|
||||
|
||||
//======================================================================//
|
||||
// Map time limit, in minutes. //
|
||||
// 0 = time limit is disabled. //
|
||||
// //
|
||||
// Default: 90 //
|
||||
//======================================================================//
|
||||
mp_timelimit 90
|
||||
|
||||
//======================================================================//
|
||||
// 0 = frag limit is disabled. (Recommended) //
|
||||
// Above 0 = specifies number of frags a player must get to end the map.//
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_fraglimit 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Players can not use their flash light. //
|
||||
// 1 = Players can use their flash light. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_flashlight 1
|
||||
|
||||
//======================================================================//
|
||||
// 0 = HEV suit power (armor) disabled and hidden from the HUD. //
|
||||
// 1 = HEV suit power (armor) enabled. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_suitpower 1
|
||||
|
||||
//======================================================================//
|
||||
// 1 = Players receive 'realistic' falling damage. The faster a //
|
||||
// player falls, the more damage he/she will take on impact. //
|
||||
// 0 = Players will only take a maximum of 10 damage per fall. //
|
||||
// -1 = Players will never receive falling damage. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_falldamage 1
|
||||
|
||||
//======================================================================//
|
||||
// 1 = Weapons will stay on the ground after they're picked up, //
|
||||
// so that other players may also pick them up. //
|
||||
// //
|
||||
// 0 = Players will have to wait until the weapon respawns, //
|
||||
// if someone gets the weapon before they do. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_weaponstay 1
|
||||
|
||||
//======================================================================//
|
||||
// 1 = Monsters will NOT gib from explosions. //
|
||||
// 0 = Explosions can gib monsters. //
|
||||
// //
|
||||
// Added for the madwhack physics. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_noblastgibs 0
|
||||
|
||||
//======================================================================//
|
||||
// 1 = Players can use the Banana Bomb. //
|
||||
// 0 = Players can not. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_banana 1
|
||||
|
||||
//======================================================================//
|
||||
// Setting this to 1 will prevent players from jumping high into the //
|
||||
// air via secondary gauss fire. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_disablegaussjump 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Players can not grapple onto monsters. //
|
||||
// Only headcrab-sized monsters are pulled to the player. //
|
||||
// //
|
||||
// 1 = The grapple works the same as it does in Opposing Force. //
|
||||
// It pulls the player to all monsters (except headcrabs and below) //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_grapple_mode 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Players can grapple onto other players. //
|
||||
// 1 = Players can not grapple onto other players. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_disable_player_rappel 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = New autoclimb feature to aid with player towers, //
|
||||
// getting around blocking players, and assisting player movement. //
|
||||
// Hold the Jump key to climb onto ledges/players. //
|
||||
// 1 = Players are not assisted with climbing. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_disable_autoclimb 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Player weapon damage will be adjusted according to the //
|
||||
// mp_pcbalancing_factorlist CVar. (see below) //
|
||||
// 1 = Players do normal damage at all times. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_disable_pcbalancing 0
|
||||
|
||||
//======================================================================//
|
||||
// Allows you to specify what damage multiplier to apply to damage //
|
||||
// inflicted on monsters based on the amount of players currently on //
|
||||
// the map. For example, "1.0;1.5;1.2;1.0;0.8" would give a multiplier //
|
||||
// of 1.0 for one player, 1.5 for two players, 1.2 for three, 1.0 for //
|
||||
// four and 0.8 for five or more players. //
|
||||
// //
|
||||
// If this CVar is empty (""), a default of "1.0;1.8;1.4;1.2;1.1;1.0" //
|
||||
// will be used. //
|
||||
// //
|
||||
// Default: "" //
|
||||
//======================================================================//
|
||||
mp_pcbalancing_factorlist ""
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Medkit will provide points to the player when they heal or //
|
||||
// revive another player/ally. Variable for healing, 5 for revive. //
|
||||
// 1 = No points provided to players for healing and reviving. //
|
||||
// //
|
||||
// This does not effect wrench repairing. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_disable_medkit_points 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Players can pickup a second Uzi to use Dual Uzis //
|
||||
// 1 = Players can not pickup a second Uzi to use Dual Uzis. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_no_akimbo_uzis 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Normal weapon function. //
|
||||
// 1 = Alt fire attaches/removes silencer. Needs compatible v_ model! //
|
||||
// (With same bodygroups/animations as hunger/v_hunger9mmhandgun.mdl) //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
weaponmode_9mmhandgun 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Normal weapon function. //
|
||||
// 1 = No scope/zoom. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
weaponmode_357 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Normal weapon function. //
|
||||
// 1 = No laser sight. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
weaponmode_eagle 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Normal weapon function. //
|
||||
// 1 = No scope/zoom. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
weaponmode_mp5 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Normal weapon function (auto-fire) //
|
||||
// 1 = Double-barrelled mode (alt-fire fires two barrels as in HL1). //
|
||||
// Requires a v_ model that supports double-barrelled fire! //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
weaponmode_shotgun 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Normal weapon function //
|
||||
// 1 = No exploding crossbow bolts. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
weaponmode_crossbow 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Normal weapon function //
|
||||
// 1 = No laser guidance system //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
weaponmode_rpg 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Normal weapon function //
|
||||
// 1 = Enables tertiary fire //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
weaponmode_displacer 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Players will not be able to drop their weapons. //
|
||||
// 1 = Players will be able to drop their weapons. //
|
||||
// //
|
||||
// This setting is useful if you have a class based map, and you prefer //
|
||||
// that players not swap weapons with other players. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_dropweapons 1
|
||||
|
||||
//======================================================================//
|
||||
// 0 = NPCs will not drop their weapon on death. //
|
||||
// 1 = NPCs will drop their weapon on death. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
npc_dropweapons 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Nothing can damage friendly monsters. //
|
||||
// 1 = Friendly monsters can take damage from anything. //
|
||||
// 2 = Friendly monsters can take damage from anything but players. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_npckill 1
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Once the spawn delay has ended, players choose when to respawn. //
|
||||
// 1 = Players are forced to respawn once the spawn delay has ended. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_forcerespawn 0
|
||||
|
||||
//======================================================================//
|
||||
// -2 = No custom global respawn delay. //
|
||||
// //
|
||||
// -1 = Weapons, ammo and items never respawn after being picked up, //
|
||||
// unless they have a custom respawn delay set. //
|
||||
// //
|
||||
// 0 = Weapons, ammo and items instantly respawn. //
|
||||
// //
|
||||
// > 0 = Delayed respawn. Weapons will still respawn immediately, //
|
||||
// unless mp_weaponstay is 0. //
|
||||
// //
|
||||
// Default: -2 //
|
||||
//======================================================================//
|
||||
mp_weapon_respawndelay -2
|
||||
mp_ammo_respawndelay -2
|
||||
mp_item_respawndelay -2
|
||||
|
||||
//======================================================================//
|
||||
// Sets the dropped weapon fade out delay //
|
||||
// Negative values use default. //
|
||||
// 0 means disappear once it stops moving. //
|
||||
// > 0 causes it to disappear after the set amount of time. //
|
||||
// //
|
||||
// Default: 60 //
|
||||
//======================================================================//
|
||||
mp_weaponfadedelay 60
|
||||
|
||||
//======================================================================//
|
||||
// Weapon drop rules (players only) //
|
||||
// 0: Don't drop any weapons when the player dies. //
|
||||
// 1: Drop the current weapon. //
|
||||
// 2: Drop all weapons packed into a weapon box. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_weapon_droprules 1
|
||||
|
||||
//======================================================================//
|
||||
// Ammo drop rules (players only) //
|
||||
// 0: Don't drop any ammo when the player dies. //
|
||||
// 1: Drop ammo for the current weapon. //
|
||||
// 2: Drop all ammo packed into a weapon box. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_ammo_droprules 1
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Observer mode is disabled. //
|
||||
// 1 = Observer mode is enabled. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_observer_mode 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Observer mode is active as long as there are no spawnpoints. //
|
||||
// 1 = Observer mode is active until the map respawns players. //
|
||||
// //
|
||||
// Observer mode must be activated for this to take effect. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_observer_cyclic 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Disable the HEV suit voice. (Default) //
|
||||
// 1 = Enable the HEV suit voice. //
|
||||
// //
|
||||
// The HEV suit voice is a throwback from single player. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_hevsuit_voice 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Survival mode is not supported by this map. (Default) //
|
||||
// 1 = Survival mode is supported by this map. //
|
||||
// //
|
||||
// Default: 0 //
|
||||
//======================================================================//
|
||||
mp_survival_supported 0
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Survival mode will not activate until it gets triggered //
|
||||
// via entity or script. //
|
||||
// 1 = Survival mode will try to activate as soon as possible //
|
||||
// (when map change is completed and at least one player joins //
|
||||
// the server.) (Default) //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_survival_starton 1
|
||||
|
||||
//======================================================================//
|
||||
// Delay before survival mode gets activated. //
|
||||
// 0 = no delay (no countown will be displayed) //
|
||||
// //
|
||||
// Default: 30 //
|
||||
//======================================================================//
|
||||
mp_survival_startdelay 30
|
||||
|
||||
//======================================================================//
|
||||
// Specifies the next map for survival series. //
|
||||
// //
|
||||
// Default: "" //
|
||||
//======================================================================//
|
||||
mp_survival_nextmap ""
|
||||
|
||||
//======================================================================//
|
||||
// 0 = Disable model selection when a model is forced onto players //
|
||||
// using trigger_changemodel. //
|
||||
// 1 = Enable model selection when a model is forced onto players //
|
||||
// using trigger_changemodel. //
|
||||
// //
|
||||
// When trigger_changemodel is used to change a player's model, //
|
||||
// this setting determines whether or not //
|
||||
// the player can change it back on their own. //
|
||||
// //
|
||||
// Default: 1 //
|
||||
//======================================================================//
|
||||
mp_modelselection 1
|
||||
|
||||
//======================================================================//
|
||||
// Optional commands overriding the map's worldspawn properties: //
|
||||
// (EXAMPLES ONLY! No need to use these normally). //
|
||||
// //
|
||||
// forcepmodels "gordon;gina;helmet;barney;robo;etcetera" //
|
||||
// Restricts players to the listed player models on this map. //
|
||||
// //
|
||||
// globalmodellist "path/file.txt" //
|
||||
// Sets the globalmodellist file, for replacing models globally. //
|
||||
// Root directory is "/models/MAPNAME/". Use ../ if necessary. //
|
||||
// //
|
||||
// See enclosed file "Global Model Replacement Instructions.txt" for //
|
||||
// details on using global model replacements. //
|
||||
// //
|
||||
// globalsoundlist "path/file.txt" //
|
||||
// Sets the globalsoundlist file, for replacing sounds globally. //
|
||||
// Root directory is "/sounds/MAPNAME/". Use ../ if necessary. //
|
||||
// //
|
||||
// See enclosed file "Global Sound Replacement Instructions.txt" for //
|
||||
// details on using global sound replacements. //
|
||||
//======================================================================//
|
||||
|
||||
//======================================================================//
|
||||
// Physics Settings. //
|
||||
// Note: You probably shouldn't change these settings. //
|
||||
//======================================================================//
|
||||
sv_accelerate 10
|
||||
sv_airaccelerate 10
|
||||
sv_friction 4
|
||||
sv_gravity 800
|
||||
sv_maxspeed 270
|
||||
sv_maxvelocity 4096
|
||||
sv_wateraccelerate 10
|
||||
sv_waterfriction 1
|
||||
sv_zmax 16000
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,41 @@
|
||||
addvotemap -sp_campaign_portal
|
||||
addvotemap abandoned
|
||||
addvotemap BlackMesaEPF
|
||||
addvotemap bm_sts
|
||||
addvotemap crystal
|
||||
addvotemap ctf_warforts
|
||||
addvotemap deadsimpleneo2
|
||||
addvotemap desertcircle
|
||||
addvotemap fortified1
|
||||
addvotemap hplanet
|
||||
addvotemap incoming
|
||||
addvotemap infested
|
||||
addvotemap intruder
|
||||
addvotemap judgement
|
||||
addvotemap last
|
||||
addvotemap mommamesa
|
||||
addvotemap mustard
|
||||
addvotemap osprey
|
||||
addvotemap polar_rescue
|
||||
addvotemap quarter
|
||||
addvotemap sandstone
|
||||
addvotemap sc_another
|
||||
addvotemap sc_doc
|
||||
addvotemap sc_mazing
|
||||
addvotemap sc_persia
|
||||
addvotemap sc_psyko
|
||||
addvotemap sc_robination_revised
|
||||
addvotemap sc_tetris1
|
||||
addvotemap snd
|
||||
addvotemap stadium4
|
||||
addvotemap suspension
|
||||
addvotemap svencoop1
|
||||
addvotemap th_ep1_00
|
||||
addvotemap th_ep2_00
|
||||
addvotemap th_ep3_00
|
||||
addvotemap th_escape
|
||||
addvotemap toadsnatch
|
||||
addvotemap toonrun1
|
||||
addvotemap turretfortress
|
||||
addvotemap uplink
|
||||
addvotemap yabma
|
||||
@@ -0,0 +1,323 @@
|
||||
//======================================================================//
|
||||
// Skill Configuration File //
|
||||
// VERSION: Sven Co-op v5.23 //
|
||||
// //
|
||||
// You can copy this as <mapname>_skl.cfg and modify as you like. //
|
||||
// //
|
||||
// IMPORTANT: DO NOT REMOVE THIS FILE! //
|
||||
//======================================================================//
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// MONSTERS
|
||||
//=========================================================
|
||||
|
||||
// Alien controller
|
||||
sk_controller_health "90"
|
||||
sk_controller_dmgzap "20"
|
||||
sk_controller_speedball "900"
|
||||
sk_controller_dmgball "4"
|
||||
|
||||
// Alien grunt
|
||||
sk_agrunt_health "150"
|
||||
sk_agrunt_dmg_punch "20"
|
||||
sk_agrunt_melee_engage_distance "256" // Distance at which hivehand Alien Grunts will choose to chase after and clobber enemies.
|
||||
sk_agrunt_berserker_dmg_punch "30" // Damage amount for non-hivehand melee punches (Berserker)
|
||||
|
||||
// Alien slave
|
||||
sk_islave_health "80"
|
||||
sk_islave_dmg_claw "8"
|
||||
sk_islave_dmg_clawrake "24"
|
||||
sk_islave_dmg_zap "11"
|
||||
sk_islave_speed_zap "1" // Zap speed multiplier (hard mode typically uses 1.5)
|
||||
|
||||
// Apache
|
||||
sk_apache_health "500"
|
||||
sk_apache_enable_rockets "1" // Set 0/1 to disabled/enable rocket launchers
|
||||
|
||||
// Baby Gargantua
|
||||
sk_babygargantua_health "600"
|
||||
sk_babygargantua_dmg_slash "25"
|
||||
sk_babygargantua_dmg_fire "2"
|
||||
sk_babygargantua_dmg_stomp "50"
|
||||
|
||||
// Barnacle
|
||||
sk_barnacle_health "50"
|
||||
sk_barnacle_bite "8"
|
||||
|
||||
// Barney
|
||||
sk_barney_health "65"
|
||||
|
||||
// Big momma
|
||||
sk_bigmomma_health_factor "1"
|
||||
sk_bigmomma_dmg_slash "60"
|
||||
sk_bigmomma_dmg_blast "140"
|
||||
sk_bigmomma_radius_blast "260"
|
||||
|
||||
// Bullsquid
|
||||
sk_bullsquid_health "110"
|
||||
sk_bullsquid_dmg_bite "25"
|
||||
sk_bullsquid_dmg_whip "45"
|
||||
sk_bullsquid_dmg_spit "15"
|
||||
|
||||
// Gargantua
|
||||
sk_gargantua_health "1000"
|
||||
sk_gargantua_dmg_slash "50"
|
||||
sk_gargantua_dmg_fire "4"
|
||||
sk_gargantua_dmg_stomp "100"
|
||||
|
||||
// Gonome
|
||||
sk_gonome_health "200"
|
||||
sk_gonome_dmg_one_slash "30"
|
||||
sk_gonome_dmg_guts "15"
|
||||
sk_gonome_dmg_one_bite "15"
|
||||
|
||||
// Headcrab
|
||||
sk_headcrab_health "20"
|
||||
sk_headcrab_dmg_bite "10"
|
||||
|
||||
// Hornet
|
||||
sk_hornet_dmg "10"
|
||||
|
||||
// Houndeye
|
||||
sk_houndeye_health "60"
|
||||
sk_houndeye_dmg_blast "15"
|
||||
|
||||
// Human assassin (female)
|
||||
sk_hassassin_health "50"
|
||||
sk_hassassin_enable_cloaking "0"
|
||||
|
||||
// Human grunt
|
||||
sk_hgrunt_health "100"
|
||||
sk_hgrunt_kick "12"
|
||||
|
||||
// Human grunt: Shotgun pellets per shot
|
||||
sk_hgrunt_pellets "7"
|
||||
sk_hgrunt_gspeed "500"
|
||||
|
||||
// Human grunt / Robot grunt / OP4 grunt
|
||||
sk_grunt_buckshot "6"
|
||||
sk_grunt_handgrenades "1" // Set 0/1 to disabled/enable hand grenades
|
||||
|
||||
// Human grunt (heavy weapons)
|
||||
sk_hwgrunt_health "200"
|
||||
sk_hwgrunt_minipellets "1"
|
||||
|
||||
// Ichthyosaur
|
||||
sk_ichthyosaur_health "350"
|
||||
sk_ichthyosaur_shake "30"
|
||||
|
||||
// Kingpin
|
||||
sk_kingpin_health "450"
|
||||
sk_kingpin_lightning "25"
|
||||
sk_kingpin_tele_blast "15"
|
||||
sk_kingpin_plasma_blast "80"
|
||||
sk_kingpin_melee "40"
|
||||
sk_kingpin_telefrag "500"
|
||||
|
||||
// Leech
|
||||
sk_leech_health "3"
|
||||
sk_leech_dmg_bite "5"
|
||||
|
||||
// Male assassin
|
||||
sk_massassin_sniper "40"
|
||||
|
||||
// Mortar
|
||||
sk_mortar "200"
|
||||
|
||||
// Nihilanth
|
||||
sk_nihilanth_health "900"
|
||||
sk_nihilanth_zap "30"
|
||||
|
||||
// Osprey
|
||||
sk_osprey "600"
|
||||
|
||||
// Osprey (black ops)
|
||||
sk_blkopsosprey "600"
|
||||
|
||||
// Otis
|
||||
sk_otis_health "65"
|
||||
sk_otis_bullet "34"
|
||||
|
||||
// Pitdrone
|
||||
sk_pitdrone_health "60"
|
||||
sk_pitdrone_dmg_bite "25"
|
||||
sk_pitdrone_dmg_whip "25"
|
||||
sk_pitdrone_dmg_spit "15"
|
||||
|
||||
// Robot Grunt
|
||||
sk_rgrunt_explode "100"
|
||||
|
||||
// Scientist
|
||||
sk_scientist_health "50"
|
||||
|
||||
// Shock Trooper
|
||||
sk_shocktrooper_health "200"
|
||||
sk_shocktrooper_kick "12"
|
||||
sk_shocktrooper_maxcharge "10"
|
||||
sk_shocktrooper_enable_spores "1" // Set 0/1 to disabled/enable spore grenades
|
||||
|
||||
// Snark
|
||||
sk_snark_health "2"
|
||||
sk_snark_dmg_bite "10"
|
||||
sk_snark_dmg_pop "5"
|
||||
|
||||
// Snark Nest
|
||||
sk_sqknest_health "50"
|
||||
|
||||
// Stuka Bat
|
||||
sk_stukabat "123"
|
||||
sk_stukabat_dmg_bite "12"
|
||||
|
||||
// Tentacle
|
||||
sk_tentacle "750"
|
||||
|
||||
// Tor
|
||||
sk_tor_health "800"
|
||||
sk_tor_punch "55"
|
||||
sk_tor_energybeam "3"
|
||||
sk_tor_sonicblast "15"
|
||||
|
||||
// Turret (large)
|
||||
sk_turret_health "200"
|
||||
|
||||
// Turret (mini)
|
||||
sk_miniturret_health "80"
|
||||
|
||||
// Turret (sentry)
|
||||
sk_sentry_health "80"
|
||||
|
||||
// Voltigore
|
||||
sk_voltigore_health "350"
|
||||
sk_voltigore_dmg_punch "30"
|
||||
sk_voltigore_dmg_beam "40"
|
||||
sk_voltigore_dmg_explode "200"
|
||||
|
||||
// Zombie
|
||||
sk_zombie_health "100"
|
||||
sk_zombie_dmg_one_slash "25"
|
||||
sk_zombie_dmg_both_slash "40"
|
||||
|
||||
// Zombie (Barney)
|
||||
sk_zombie_barney_health "110"
|
||||
sk_zombie_barney_dmg_one_slash "25"
|
||||
sk_zombie_barney_dmg_both_slash "40"
|
||||
|
||||
// Zombie (soldier)
|
||||
sk_zombie_soldier_health "150"
|
||||
sk_zombie_soldier_dmg_one_slash "40"
|
||||
sk_zombie_soldier_dmg_both_slash "55"
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// PLAYER WEAPONS
|
||||
//=========================================================
|
||||
|
||||
// Crowbar
|
||||
sk_plr_crowbar "15"
|
||||
|
||||
// Wrench
|
||||
sk_plr_wrench "22"
|
||||
|
||||
// Medkit (weapon) heal
|
||||
sk_plr_HpMedic "10"
|
||||
|
||||
// Barnacle grapple
|
||||
sk_plr_grapple "40"
|
||||
|
||||
// 9mm round (pistol)
|
||||
sk_plr_9mm_bullet "12"
|
||||
|
||||
// .357 round (Value is for Magnum damage. Desert Eagle damage is 2/3 of this, with increased accuracy, so from 66 to 44 as standard.)
|
||||
sk_plr_357_bullet "66"
|
||||
|
||||
// Uzi (Gold Uzi will have +1 damage)
|
||||
sk_plr_uzi "10"
|
||||
|
||||
// 9mm round (MP5)
|
||||
sk_plr_9mmAR_bullet "8"
|
||||
|
||||
// Shotgun (Per pellet - 6 pellets per primary fire shot; 8 pellets per secondary fire shot, which is double barrelled and fast fire.)
|
||||
sk_plr_buckshot "9"
|
||||
|
||||
// Crossbow
|
||||
sk_plr_xbow_bolt_monster "60"
|
||||
|
||||
// 5.56mm round (M16, SAW, minigun)
|
||||
sk_556_bullet "15"
|
||||
|
||||
// M203 grenade
|
||||
sk_plr_9mmAR_grenade "100"
|
||||
|
||||
// RPG
|
||||
sk_plr_rpg "150"
|
||||
|
||||
// Gauss gun
|
||||
sk_plr_gauss "19"
|
||||
sk_plr_secondarygauss "190"
|
||||
|
||||
// Gluon gun
|
||||
sk_plr_egon_wide "12"
|
||||
|
||||
// Hornet gun
|
||||
sk_hornet_pdmg "12"
|
||||
|
||||
// Hand grenade
|
||||
sk_plr_hand_grenade "100"
|
||||
|
||||
// Satchel charge
|
||||
sk_plr_satchel "160"
|
||||
|
||||
// Tripmine
|
||||
sk_plr_tripmine "150"
|
||||
|
||||
// 7.62mm round (sniper rifle)
|
||||
sk_plr_762_bullet "110"
|
||||
|
||||
// Spore launcher
|
||||
sk_plr_spore "100"
|
||||
|
||||
// Displacer
|
||||
sk_plr_displacer_other "250" // Damage done to targets hit with the teleport portal
|
||||
sk_plr_displacer_radius "300" // Displacer damage radius
|
||||
|
||||
// Shock rifle
|
||||
sk_plr_shockrifle "15"
|
||||
sk_plr_shockrifle_beam "2"
|
||||
sk_plr_shockrifle_recharge "6.667"
|
||||
sk_shockroach_dmg_xpl_touch "350"
|
||||
sk_shockroach_dmg_xpl_splash "150"
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
// MONSTER DAMAGE/WEAPONS & MISC
|
||||
//=========================================================
|
||||
|
||||
// Bullets
|
||||
sk_9mm_bullet "9" // Fired from NPCs using 9mm pistol e.g. Barney, Otis, heavy weapons human grunt, etc.
|
||||
sk_9mmAR_bullet "6" // Fired from NPCs using 9mm MP5 e.g. human grunts, robot grunts, etc.
|
||||
sk_12mm_bullet "12" // Fired from Apache cannons, tanks, and turrets
|
||||
|
||||
// Health/suit charge distribution
|
||||
sk_healthcharger "80"
|
||||
sk_healthkit "25"
|
||||
sk_suitcharger "100"
|
||||
sk_battery "25"
|
||||
sk_scientist_heal "100"
|
||||
|
||||
// Monster hit groups - damage modifiers
|
||||
sk_monster_head "3"
|
||||
sk_monster_chest "1"
|
||||
sk_monster_stomach "1"
|
||||
sk_monster_arm "1"
|
||||
sk_monster_leg "1"
|
||||
|
||||
// Player hit groups - damage modifiers
|
||||
sk_player_head "1"
|
||||
sk_player_chest "1"
|
||||
sk_player_stomach "1"
|
||||
sk_player_arm "1"
|
||||
sk_player_leg "1"
|
||||
Reference in New Issue
Block a user