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//======================================================================//
// 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
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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
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//======================================================================//
// 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"