Thread: Ripent Guide (hacking maps)

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  1. #1
    RAPERAPERAPE Slidje's Avatar
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    Ripent Guide (hacking maps)

    This is a note by 60 Megabyte File. Because Slidje has left I will be answering all Ripent questions, all specific questions should be not sent to Slidje as he has left the forum and I think he shouldn't be flooded with questions.

    This does not mean that I will be THE ONLY one to answer questions, feel free to answer any question you like to any user . I have been running a Ripent server for about a year and know how to do many things, but I can not answer everything.

    If you have any trouble with your server (if its crashing on startup or your wondering how to do certain things) I should be Private Messaged (PM For Short) and not Slidje. To PM someone find on of their posts and find the "PM" button under their post. All PM are sent to the user's forum account, not their email. The button shows up as this:

    Slidje is the original creator of this thread


    [B]Note by Nih: The following quote is an introduction to ripent from a thread created by 60_Megabyte_File. You can skip it if you wish.

    Ripent is a program that comes with Zoner's Half Life Tools. What it basically does is decompile a map into an .ent file which is opened up in Wordpad. Inside of the .ent is all the entities that were used in the map. Monsters, Items, Weapons, Certain Map Objects, Player Start Points.

    These can all be changed around or added. You could add a new player start point or maybe a shotgun somewhere in a map. You could even delete entities to prevent people from doing annoying things (like the airstrike in garghnt3)

    The map can then be recompiled into it's original .bsp form and put into your server map cycle. The best thing about ripent is that the clients do not have to redownload the map (and the users don't get the "map differs from server" error). The changes that you add into the .ent are so small that the server just basically tells the client where the new entities are.

    Though there are limitations to this. You can not add a whole new room to a map for example because thats too large of a simple change. You can't add new weapons too (but you can use Sven Co-op's model replacement technology)

    Hacking maps for your personal server or clan server is a great way to get forum regulars or even simple players to come back to your server. Because there is no way for them to take the map from the server they cannot take the map from you for use on their server. They will keep coming back to your server just to play your hack. Combining this with nice metamod plugins such as Entmod or Hookmod will make your server totally unique.

    The .ent file uses map coordinates to be able to locate the entitiy, so Admin Mod is required (or any mod that can take coordinates). AMX Mod may be able to but I'm not sure.

    If you really want to make your sever different you can add your own sounds, sprites, or models to your map. You could change the spawn sprite in osprey for example to a picture of Harry Potter (if you wanted, don't know why) But now that you are adding something the client does not have you will have to add the files to your .res . The .res file goes in your map directory and tells your clients upon connection what to download. If they do not get the file they will crash when they look at it in your hack (or hear it in the case of a sound)

    To add a file to your res make a blank txt document and save it as a .res (use notepad)

    inside of the .res put in the directory of your file. NOTthe full path from C:/

    Sprites:
    sprites/ownage-the-server/head.spr
    Models:
    models/ownage-the-server/fish.mdl
    Sounds:
    sound/ownage-the-server/boom.wav
    NOTE: IT IS SOUND NOT SOUNDS

    It is highly recommended that you create your own directory for everything so that everything becomes organized in the client's folder. They don't want to be browsing their model folder one day to install a new model and find your unused models there.

    IMPORTANT: Do not overload your server with models sprites and sounds. This is extremely important because if you do when the clients have to download the files from your .res it will take so long they will not stay around long waiting to connect when they can instantly connect to another server if they wanted to. Everyone downloads in Half Life at 4KB/sec no matter what their speed so you can do the math . A 40KB sprite file for example would take 10 seconds.

    Hopefully this will get you started on customizing your server.

    Useful things to customize your server:

    Milkshape 3-D: Make your own Half Life Models
    ttp://www.swissquake.ch/chumbalum-soft/

    Half Life Model Viewer: View and skin your Half Life Models in 3D
    http://www.swissquake.ch/chumbalum-soft/hlmv/index.html

    Sprite Viewer: View your custom sprites
    http://www.valve-erc.com/cgi-bin/fi...ame=sprview.zip

    Spite Maker: Make your own sprites easily using bmp images
    http://www.valve-erc.com/cgi-bin/fi...name=sprwiz.zip

    Admin-Mod: Easily manage your server with new commands, plugins, easily ban and kick, and much more. Recommended.
    http://www.adminmod.org/index.php

    Hook Mod: Add a grappling hook to your server that all players can use
    http://www.adminop.net/modules.php?...op=getit&lid=65

    Ent Mod: Move, copy, and delete entitys ingame. Make a house out of objects or make an army of monsters. MAY crash servers.
    http://www.adminop.net/modules.php?...op=getit&lid=76

    One last note: If you hack a map it is still not yours. DO NOT claim it as your own work because you did not make the map. If you want to release an .ent on the forums make sure you ask the original map author and give him all credit because some authors do not want their maps changed around and rereleased. Its also not right to remove a message in the map that displayed on the client's screen "Made By Player" with "Hacked By Mega". It won't get you any respect.
    firstly youll need a small program called ripent, it comes with Zoner's Half-Life Tools BUT its included in most versions of svencoop already.

    go to your maps folder and type "ripent -export mapname" in the address bar
    map name is obviously the map your going to hack.
    this creates a file in your maps folder called mapname.ent, this is what you edit to hack a map.
    open the file in a text editor, i reccomend wordpad because it correctly formats the text and paragraphs.

    after you edit mapname.ent you need to compile it back into the map.
    "ripent -import mapname" in the address bar to update your map.
    now youll have your own hacked version of an existing map without anyone needing to redownload it.

    IMPORTANT:
    dont alter anything you do not understand
    only add weapons and monsters where other monsters/weapons are/were or only where you have exact coordinates

    make sure the ent has no gaps or crossed brackets like this:
    }{
    }

    {

    your server will crash if you edited a map poorly.

    next: monster/weapon entities
    Last edited by Nih; 04-12-2006 at 10:49 AM.

  2. #2
    RAPERAPERAPE Slidje's Avatar
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    Monsters

    Example:
    {
    "origin" "2133 1907 721" coordinates in the map
    "health" "1500" duh
    "monstertype" "monster_babygarg" the monster
    "m_imaxlivechildren" "1" how many of this creature you want active at the same time
    "delay" "15" how long till they spawn after being killed
    "monstercount" "-1" how many times they respawn
    "angles" "0 0 0" what angle they are
    "classname" "monstermaker" dont change it
    }


    dont change the classname unless you know precisely what your doing
    look in other maps for monsters as well as the entity list on valve-erc.com
    i only mess with the last angle
    more different monster = more stfx, so try and replace monsters rather than adding lots of new ones. you can quickly replace a monster type by using "find and replace" in most text editors
    double check your coordinates if you adding them manually
    pay special attention to how many you spawn, their delay, and how many there are. the last thing you want is a map overrun with 20 slaves that wont stop respawning.

  3. #3
    RAPERAPERAPE Slidje's Avatar
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    Guns n Ammo

    {
    "origin" "0 -90 -521" location
    "angles" "0 0 0" only matters if you want it facing some direction
    "classname" "ammo_9mmclip" the ammo
    }

    {
    "origin" "0 -90 -521" location
    "angles" "0 0 0" only matters if you want it facing some direction
    "classname" "weapon_shotgun" the weapon
    }



    weapon ents are stripped down versions of the monster ents
    all weapons start with weapon_ , ammo starts ammo_ . dont get them confused.
    if your adding manually, make sure the coordinates are just above the ground level or itll fall through
    avoid adding piles of ammo in one spot, if you really need your players to have loads of an ammo type then add it to the map.cfg instead

  4. #4
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    Sprites

    sprites are 2D images that always face the player. you can make your own and add them around a map (just make sure you force download them or youll crash your players)

    {
    "origin" "-128 65 -128" location
    "scale" "1" size
    "renderamt" "255" transparency
    "model" "sprites/flare6.spr" which sprite
    "classname" "env_sprite"
    }



    to force download a sprite you need to make a .res file for the map its used in
    mapname.res and the file contains
    sprites/spritename.spr

  5. #5
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    custom monsters (model repleacement)

    this is very complicated, only try these if you know exactly what your doing
    remember to force download custom models like you would custom sprites


    {
    "origin" "-31 -946 -1518"
    "new_model" "models/turri/bigsci1.mdl" location of model
    "displayname" "the jesus" name
    "health" "100000" penis length
    "monstertype" "monster_scientist" the monster it actually is
    "m_imaxlivechildren" "1"
    "delay" "10"
    "monstercount" "-1"
    "angles" "0 0 0"
    "classname" "squadmaker" custom monsters only work with squadmaker
    }

  6. #6
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    Model Entities

    This is THE MOST IMPORTANT THING ABOUT RIPENTING

    Try not to edit 'model' entities without either asking me or knowing what you're doing.
    -Turrican
    Example of model entity:

    {
    "model" "*1"
    "explodemagnitude" "0"
    "spawnobject" "0"
    "explosion" "0"
    "etc...


    When editing model entities, NEVER REMOVE THE MODEL/TOP LINE.

    Ways to edit model entities without breaking map:
    ------------------------------

    Adding these two lines anywhere in the entity will make it transparent:

    "renderamt" "150"
    "rendermode" "2"

    ------------------------------

    To make something breakable:
    remove all lines from the entity except the top line, the model line.
    Add this into the entity under the model line:

    {
    "model" "xx"
    "explosion" "1"
    "material" "2"
    "health" "10"
    "rendercolor" "0 0 0"
    "classname" "func_breakable"
    }

    ------------------------------

    To make an entity into a 'ghost', so you can still see it but walk and shoot through it, delete all lines from the entity and add this underneath it:

    {
    "model" "xx"
    "skin" "-1"
    "rendercolor" "0 0 0"
    "classname" "func_illusionary"
    }

    ------------------------------

    Turning things into a teleport!
    delete all lines from the ent except model and add this under it:

    {
    "model" "xx"
    "target" "cloudnein"
    "targetname" "magicport"
    "classname" "trigger_teleport"
    }


    Now, copy this entity anywhere into the ent:

    {
    "origin" "-1916 1436 379"
    "angles" "0 0 0"
    "targetname" "cloudnein"
    "classname" "info_teleport_destination"
    }

    change its co ordinates to where you want the teleport to send people. Ta-da! Your own teleport! The only problem is you cant move it.
    ------------------------------

    If for whatever reason you want to change a door to stop opening, Or a button to stop working, delete all lines from the ent except model line, and then put this in:

    {
    "model" "xx"
    "classname" "func_wall"
    }


    The entity will no longer do anything.
    Useful for stopping the airstrikes in Garghnt3. But if you're an expert like turrican you make the button create an explosion in the tower to hopefully kill whoever pressed the button

  7. #7
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    Fun Ents!

    Your very own laser!!

    {
    "origin" "128 -192 64"
    "targetname" "endrr"
    "classname" "info_target"
    }
    {
    "origin" "-191 -192 64"
    "targetname" "startrr"
    "classname" "info_target"
    }
    {
    "origin" "-63 -256 64"
    "damage" "100"
    "LightningEnd" "endrr"
    "LightningStart" "startrr"
    "targetname" "beamrr"
    "StrikeTime" "1"
    "TextureScroll" "35"
    "texture" "sprites/laserbeam.spr"
    "BoltWidth" "80"
    "Radius" "256"
    "rendercolor" "244 233 0"
    "renderamt" "100"
    "spawnflags" "1"
    "classname" "env_beam"
    }


    Change the co-ordinates of the first two entities to where you want the entity to start and end. The env_beam entity controls the laser but does not need to be any where near the start or end entities. Change its co ordinates to somewhere inside map, not important where.
    Changing the end entity to a monster will work, and the laser will track the monster but may cause lag.
    If the monster gets too far away the laser may stop working because its radius is to small.
    "Radius" "256" Make it higher!

    "damage" "100" Damage the laser does.

    "LightningEnd" "endrr"
    "LightningStart" "startrr"
    The entities from which the beam starts and ends.

    "targetname" "beamrr" The name of the laser. Used if you want the laser to be triggered on or off.

    "StrikeTime" "1" Strike again time. (more info when i have it)

    "TextureScroll" "35" The speed the texture of the laser scrolls. A low number makes it look dead slow.

    "texture" "sprites/laserbeam.spr" Texture of the sprite. More info later.

    "BoltWidth" "80" Thickness of the laser

    "rendercolor" "244 233 0" Colour of laser.

    Nothing else on the entity should be changed.
    "texture" "sprites/laserbeam.spr"
    Different textures: (no preview, that would take me days)

    sprites/lgtning.spr
    sprites/plasma.spr
    sprites/smoke.spr
    sprites/xbeam1.spr
    sprites/xbeam2.spr
    sprites/xbeam3.spr
    sprites/xbeam4.spr
    sprites/xbeam5.spr
    sprites/xenobeam.spr
    sprites/zbeam1.spr
    sprites/zbeam2.spr
    sprites/zbeam3.spr
    sprites/zbeam4.spr
    sprites/zbeam5.spr
    sprites/zbeam6.spr

  8. #8
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    Looping Freaky Screaming Noises

    Set the co ordinates to a dark lonely place in map. Then listen...

    {
    "origin" "-851 -296 256"
    "triggerstate" "1"
    "delay" "1"
    "target" "galileo"
    "classname" "trigger_auto"
    }
    {
    "origin" "-896 -255 224"
    "galileo2" "20"
    "thun2" "8"
    "thun3" "16"
    "thun1" "1"
    "targetname" "galileo"
    "classname" "multi_manager"
    }
    {
    "origin" "-944 -256 224"
    "cocksmasher" "20"
    "galileo" "30"
    "thun2" "8"
    "thun3" "16"
    "thun1" "1"
    "targetname" "galileo2"
    "classname" "multi_manager"
    }
    {
    "origin" "-928 -160 272"
    "targetname" "thun1"
    "message" "ambience/the_horror4.wav"
    "pitchstart" "100"
    "pitch" "100"
    "health" "3"
    "spawnflags" "24"
    "classname" "ambient_generic"
    }
    {
    "origin" "-904 -160 272"
    "targetname" "thun2"
    "message" "ambience/the_horror3.wav"
    "pitchstart" "100"
    "pitch" "100"
    "health" "3"
    "spawnflags" "24"
    "classname" "ambient_generic"
    }
    {
    "origin" "-880 -160 272"
    "targetname" "thun3"
    "message" "ambience/the_horror1.wav"
    "pitchstart" "100"
    "pitch" "100"
    "health" "2"
    "spawnflags" "24"
    "classname" "ambient_generic"
    }
    {
    "origin" "-920 -256 224"
    "thun2" "2"
    "thun1" "1"
    "targetname" "cocksmasher"
    "classname" "multi_manager"
    }


    The health on the ambient generics is volume

  9. #9
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    Teleporters

    Example:

    {
    "origin" "1084 -1138 -984"
    "target" "tele_destination2"
    "classname" "trigger_teleport"
    }
    {
    "origin" "1084 -1138 -984"
    "framerate" "12"
    "model" "sprites/logo.spr"
    "rendercolor" "0 0 0"
    "renderamt" "128"
    "rendermode" "5"
    "renderfx" "2"
    "classname" "env_sprite"
    }
    {
    "origin" "1578 -2090 -728"
    "targetname" "tele_destination2"
    "classname" "info_teleport_destination"
    }

  10. #10
    RAPERAPERAPE Slidje's Avatar
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    Credits

    i got started thanks to mad jo. i started off turrican who was a mapper and knew how it all worked.
    tur did the majority of the work on the hacked maps used on our servers.
    60 meg and freaking neo also had roles in our customised maps.
    as always the real thanks goes to the original mappers for making a great maps that shouldnt be forgotten or gotten used to

    no thanks at all goes to bob-o who is generally an arrogant ass and wouldnt help us what so ever

  11. #11
    The Man 60 Megabyte File's Avatar
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    Watch for this!

    Important

    The command "netname" changes the monster's name ingame. If the monster is affected by some type of trigger (like walking around or opening a door) it would be best not to edit it, because I believe the game looks for the name when running the trigger. If it can't find the name, the monster will just sit there or not appear at all

    One example I've found from experience is Tor in svencoop1.bsp. Keep his netname Tor or he won't appear to open the door.

    60_Megabyte_File
    Sven Co-op Message Board Moderator

  12. #12
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    Changing the Sky

    at the very top of the ent is the ent containing the sky texture. you can change this for any other sky from a map or a custom one you make yourself.

    example:
    {
    "wad" "\games\half-life\valve\halflife.wad;\games\half-life\valve\xeno.wad;"
    "sentence_file" "sound/sentence.txt"
    "MaxRange" "5000"
    "sounds" "1"
    "skyname" "morning"this line only
    "classname" "worldspawn"
    "classname" "worldspawn"
    }

    Some example skynames are:
    2desert
    black - Does just what it says on the packet
    city
    cliff
    Desert
    Dusk
    Night
    Space


    do not touch the other lines at the top of the map or you will cause a version mismatch.
    this ent is courtesy of mad jo

  13. #13
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    Getting Coordinates

    im not sure how to you do this without adminmod. assuming you have a high enough access level or your playing on your own server:

    in game type "admin_userorigin yournamehere"

    here is where things get a little complicated. you need to jump as you get your coordinates or edit them so the location is slightly above the ground. if your coordinates are on the ground then, the monsters you spawn will be stuck in the ground and all ammo and weapons will fall through it
    its best to bind a key to get the coordinates or you edit the last number you get.

    example:
    "213 -2132 33" increase the last number by 5 or 6

  14. #14
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    Weapon Model Replacements

    model replacement is diffrent for weapon models
    here we have a crowbar that i placed somewhere on the map toonrun2

    {
    "origin" "-608 2308 -2671"
    "angles" "0 0 0"
    "classname" "weapon_crowbar"
    }

    now all you have to do is add the fallowing commands to have the weapons use a custom model

    "iuser1"
    "iuser2"
    "iuser3"

    iuser1 is the p model witch is the model that you see the players holding, iuser2 is the v model witch you see in firstperson mode, and iuser3 is the world model...

    here is a updated example of the crowbar i placed in toonrun2

    {
    "origin" "-608 2308 -2671"
    "angles" "0 0 0"
    "iuser1" "models/svencooprpg2/p_warhammer.mdl"
    "iuser3" "models/svencooprpg2/v_warhammer.mdl"
    "iuser2" "models/svencooprpg2/w_warhammer.mdl"
    "classname" "weapon_crowbar"
    }

    now when you pick that crowbar up it will be the warhammer that the warrior class uses in svencooprpg2.
    if your clients start with a crowbar then they wont see the model repalced version unless they toss it and pick up the one in the map

    courtesy of agent pingwin

  15. #15
    The Man 60 Megabyte File's Avatar
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    Adding Friendly Grunts

    How to Add a Friendly Grunt/Medic/Engineer

    First, add this in the ent. Change the coords to any coord in the map, it doesn't matter. As long as it is in the map.

    {
    "origin" "891 790 420"
    "triggerstate" "1"
    "delay" "1"
    "target" "spawnfriendlygrunt"
    "classname" "trigger_auto"
    }


    Now, add this in.
    {
    "origin" "891 790 420"
    "maxhullsize" "0 0 0"
    "minhullsize" "0 0 0"
    "displayname" "Teamate"
    "targetname" "spawnfriendlygrunt"
    "monstertype" "monster_human_medic_ally"
    "new_body" "-1"
    "gag" "-1"
    "notsolid" "-1"
    "weapons" "1"
    "m_imaxlivechildren" "1"
    "delay" "30"
    "monstercount" "-1"
    "rendercolor" "0 0 0"
    "angles" "0 225 0"
    "classname" "squadmaker"
    }

    You can change the monstertype to whatever you want.

    TIP FOR THE EXPERIENCED You can remove the trigger_auto and change the targetname to a different trigger in the map. This will make it so when that trigger is put into effect, so will yours.

    For example, if theres a trigger in the map that makes 4 Voltigores spawn called "spawnvolt" you can change the targetname to "spawnvolt" and your friendly grunt(s) will spawn the same second that they do.

    60_Megabyte_File
    Sven Co-op Message Board Moderator

  16. #16
    The Man 60 Megabyte File's Avatar
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    60 Megabyte File's Misc Additions:

    Add The G-Man:

    {
    "origin" "-320 -2624 16"
    "displayname" "Homie G Man"
    "angle" "70"
    "classname" "monster_gman"
    }

    Make a Teleporter that Alters the Player's View Angle

    If a player was to walk into this teleporter he would teleport to the specified coordinates with his point of view angle altered. If edited enough you can make it so that the player will spawn upside down with all of his controls reversed. Or maybe spawn him on his side. Edit the bold entity to change this.

    For the player to fix this he will have to kill himself.
    {
    "origin" "-612 624 36"
    "target" "upside"
    "spawnflags" "1"
    "classname" "trigger_teleport"
    }
    {
    "origin" "-353 -338 141"
    "targetname" "upside"
    "angles" "0 0 180"
    "classname" "info_teleport_destination"
    }
    {
    "origin" "-612 624 36"
    "framerate" "18.0"
    "angles" "0 0 0"
    "scale" "1"
    "renderamt" "255"
    "rendermode" "5"
    "model" "sprites/b-tele1.spr"
    "rendercolor" "0 0 0"
    "spawnflags" "1"
    "classname" "env_sprite"
    }


    More to be added later.

    60_Megabyte_File
    Sven Co-op Message Board Moderator

  17. #17
    The Man 60 Megabyte File's Avatar
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    Add a Minigun

    {
    "origin" "32 -384 97"
    "angles" "0 86 0"
    "classname" "weapon_minigun"
    }

    60_Megabyte_File
    Sven Co-op Message Board Moderator

  18. #18
    The Man 60 Megabyte File's Avatar
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    Entity List

    Monsters


    • monster_alien_babyvoltigore (Sven Co-op Specific)
    • monster_alien_controller
    • monster_alien_grunt
    • monster_alien_slave (Voltrigaunt)
    • monster_alien_voltigore (Sven Co-op Specific)
    • monster_apache
    • monster_babycrab
    • monster_babygarg (Sven Co-op Specific)
    • monster_barnacle
    • monster_barney
    • monster_bigmomma (Gonarch)
    • monster_blkop_osprey (Sven Co-op Specific)
    • monster_bullchicken (Bullsquid)
    • monster_cleansuit_scientist (Sven Co-op Specific)
    • monster_cockroach
    • monster_gargantua
    • monster_gman (Hommie G Man)
    • monster_gonome (Sven Co-op Specific)
    • monster_headcrab
    • monster_houndeye
    • monster_human_assassin
    • monster_human_grunt
    • monster_human_grunt_ally (Sven Co-op Specific)
    • monster_human_medic_ally (Sven Co-op Specific)
    • monster_human_torch_ally (Sven Co-op Specific)
    • monster_hwgrunt (Sven Co-op Specific)
    • monster_ichthyosaur (Icky)
    • monster_leech
    • monster_male_assassin (Sven Co-op Specific)
    • monster_miniturret
    • monster_osprey
    • monster_otis (Sven Co-op Specific)
    • monster_pitdrone (Sven Co-op Specific)
    • monster_robogrunt (Sven Co-op Specific)
    • monster_scientist
    • monster_sentry
    • monster_shocktrooper (Sven Co-op Specific)
    • monster_snark
    • monster_tentacle
    • monster_turret
    • monster_zombie
    • monster_zombie_barney (Sven Co-op Specific)
    • monster_zombie_soldier (Sven Co-op Specific)

    Theres more monster entities, but these are only the ones I have tested. Nihilanth, tripmines, etc, won't work very well.

    Weapons

    • weapon_357 (Magnum Python)
    • weapon_9mmAR (MP5 Assault Rifle)
    • weapon_9mmhandgun (Glock Handgun)
    • weapon_crossbow
    • weapon_crowbar
    • weapon_egon
    • weapon_gauss (Tau Cannon)
    • weapon_grapple (Barnicle Grapple)
    • weapon_handgrenade
    • weapon_hornetgun
    • weapon_minigun (Sven Co-op Specific)
    • weapon_pipewrench (Sven Co-op Specific)
    • weapon_rpg
    • weapon_satchel
    • weapon_shotgun
    • weapon_snark
    • weapon_sniperrifle (Sven Co-op Specific)
    • weapon_tripmine
    • weapon_uzi (Sven Co-op Specific)
    • weapon_medkit (The Player Healing Medkit)

    Ammunition

    • ammo_357 (6 Shots)
    • ammo_556 (100 Minigun Shots)
    • ammo_762 (5 Sniper Rifle Shots)
    • ammo_9mmAR (50 Shots)
    • ammo_9mmbox (100 Shots)
    • ammo_9mmclip (17 Shots)
    • ammo_ARgrenades (2 Grenades)
    • ammo_buckshot (12 Shells for Shotgun)
    • ammo_crossbow (5 Bolts)
    • ammo_gaussclip (20 Uranium Shells for Gauss/Tau)
    • ammo_rpgclip (2 Rockets)
    • item_medkit (One Instant Heal Medkit)
    • item_battery (One Instant Heal Battery)
    • item_longjump

    60_Megabyte_File
    Sven Co-op Message Board Moderator

  19. #19
    The Man 60 Megabyte File's Avatar
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    Add A Friendly Sentry Turret

    {
    "origin" "-2786 -1684 -28"
    "is_player_ally" "1"
    "respawn_as_playerally" "1"
    "health" "400"
    "netname" "Makeshift Sentry"
    "displayname" "Makeshift Sentry"
    "angles" "0 0 0"
    "rendercolor" "1 190 1"
    "classname" "monster_sentry"
    }

    To activate it, shoot it once.

    60_Megabyte_File
    Sven Co-op Message Board Moderator

  20. #20
    The Man 60 Megabyte File's Avatar
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    Thanks to Nih for this tutorial

    How to make a message appear when a player leaves/joins.

    When a player joins:
    {
    "origin" "64 -320 -192"
    "message" "A PLAYAR HAS JOINED TO SAEV TEH HUMAN TEA WITH YOO!!" The message.
    "targetname" "game_playerjoin" The entity will be triggered when a player joins.
    "channel" "1"
    "fxtime" "0.25"
    "holdtime" "6" For how long the message will be there.
    "fadeout" "0.5"
    "fadein" "1.5"
    "color2" "240 110 0"
    "color" "100 100 100"
    "y" "-1"
    "x" "-1"
    "spawnflags" "1" The message will appear to all players.
    "classname" "game_text"
    }


    When a player leaves:
    {
    "origin" "64 -320 -192"
    "message" "A FUK BASTERD PLAYA HAS LEFT YOO 2 DIE LOL!!!!!!"
    "targetname" "game_playerleave"
    "channel" "1"
    "fxtime" "0.25"
    "holdtime" "6"
    "fadeout" "0.5"
    "fadein" "1.5"
    "color2" "240 110 0"
    "color" "100 100 100"
    "y" "-1"
    "x" "-1"
    "spawnflags" "1"
    "classname" "game_text"
    }


    Other trigger event names are:
    game_playerdie
    game_playerkill(I don't know what this is)
    game_playerspawn

    60_Megabyte_File
    Sven Co-op Message Board Moderator

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