forked from FWGS/hlsdk-portable
-
Notifications
You must be signed in to change notification settings - Fork 12
/
Copy pathfeatureful_server.cfg
239 lines (172 loc) · 9.27 KB
/
featureful_server.cfg
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
/////////
// PLAYER
/////////
// Default max health for the player
player_maxhealth 100
// Default max armor for the player
player_maxarmor 100
// When player stands on the monster's dead body, the nearby brush entities like func_door, func_rotating and func_train might get "blocked" by the player.
// This is an engine bug. Set this feature to true to enable the game library side fix.
corpse_player_collision_fix false
/////////
// ITEMS
/////////
// The light provided by suit. Possible values: flashlight|nvg|nothing.
suit_light flashlight
// Whether to allow pickup NVG when player already has a flashlight or pickup flashlight when player has NVG.
suit_light_allow_both false
// Whether suit updates are playing (HEV sentences). Note that this option doesn't affect playing of logon and HEV_DEAD sentences.
suit_sentences true
// Whether the suit is required to play HEV_DEAD sentence group (the beeping alarm when player dies)
hev_dead_requires_suit false
// Whether to allow using health stations without suit
nosuit_allow_healthcharger false
// NVG on and off sounds. Uncomment and set your paths to provide sounds.
//nvg_sound_on items/nvg_on.wav
//nvg_sound_off items/nvg_off.wav
// Whether items (healthkits and batteries) drop instantly when spawned, e.g. from func_breakable (this is default HL behavior)
items_instant_drop true
// Whether tripmines are solid (and therefore can be jumped on by player)
tripmines_solid true
// Whether player can pick up previously thrown satchels by pressing +use on them
satchels_pickable true
// Whether the gauss (Tau-Cannon) view model should play fidget animation
gauss_fidget false
// Whether weapon p_ models are enabled. Disabling this can help saving some model slots. If it's disabled the p_ models won't show which is not suitable for multiplayer or if the player can see themselves in the camera during campaign.
weapon_p_models true
/////////
// WARPBALL
/////////
// Whether env_warpball will use debris/alien_teleport.wav (from Blue Shift) instead of pair of standard Half-Life sounds
alien_teleport_sound false
// When env_warpball is used as a template effect for monstermaker, create the effect at the monster's body center by default, instead of monster's origin (which is usually at the monster's feet).
warpball_at_monster_center true
/////////
// COMMON MONSTERS BEHAVIOR ASPECTS
/////////
// Whether monsters will stop attacking their enemy when it starts dying (if false, monsters continue attacking their enemy until the death animation ends, which is default Half-Life behavior)
monsters_stop_attacking_dying_monsters false
// Whether a new squad leader gets chosen if the original one dies. This prevents squad dissolving. In Half-Life squads get disbanded once the leader is dead.
monsters_delegate_squad_leadership true
// Whether monsters get health from eating meat or enemy corpses
monsters_eat_for_health true
// Half-Life makes monsters with non-empty targetname to wait 5 seconds after spawn before AI gets to normal.
// This probably was designed to prevent important monsters from being distracted from scripts.
// It's debatable whether this is actually required and we leave things like this until proper investigation.
// This behavior however most notably affects named monsters coming from monstermakers, so we add a feature to control whether such monsters are affected.
monsters_spawned_named_wait_trigger true
// Whether monsters can open doors which have a targetname.
// Some named doors on original Half-Life maps lack the "Monsters can't" spawnflag which allows for exploits like
// using NPCs to open such doors even if they're supposed to open by a trigger or button.
// Setting this feature to false removes the exploit but it might break compatibility with some existing maps where the default behavior is desired.
monsters_open_named_doors true
// Whether monsters block player movement while in dying animation.
// This is standard Half-Life behavior which becomes problematic when the dying animation is too long (e.g. bullsquid's one)
// Set this feature to false in order to remove blocking (dying monsters become non-solid to players).
dying_monsters_block_player true
/////////
// MONSTERS RELATIONSHIPS AND CLASSIFICATIONS
/////////
// Whether female assassins, male assassins, blackops apache and blackops osprey have their own classification instead of human military.
// Setting this to true will make assassins see Half-Life human grunts as enemies.
blackops_classify false
// Whether fgrunts and black mesa personnel are enemies to each other, like in Opposing Force
opfor_grunts_dislike_civilians false
// Whether opfor medics drop healthkits upon dying (if they still have a heal charge)
medic_drop_healthkit false
// Whether Race X creatures dislike alien military, like vortigaunts, alien grunts and controllers
racex_dislike_alien_military true
// Whether Race X creatures dislike gargs and babygargs
racex_dislike_gargs true
// Whether Race X creatures dislike other alien monsters, like houndeyes and bullsquids.
// Note that pitdrones dislike headcrabs and bullsquids independently of this variable.
racex_dislike_alien_monsters false
// Whether shockroaches use Race X relationship classification. In Opposing Force they have the same classification as headcrabs that makes pitdrones attack them.
shockroach_racex_classify false
/////////
// SCIENTISTS
/////////
// Scientist head count used for randomizing when body is set to -1
scientist_random_heads 4
/////////
// VORTIGAUNTS
/////////
// Whether vortigaunt can do coil attack
vortigaunt_coil_attack true
// Whether vortigaunts play some visual and audio effects when idle
vortigaunt_idle_effects false
// Whether vortigaunts have damage boost on melee attacks when energy level is positive
vortigaunt_arm_boost true
// Whether vorts get health when attacking enemies with zap attack
vortigaunt_selfheal true
// Whether vortigaunts can heal ally vorts using a free energy
vortigaunt_heal true
// Whether vortigaunts can revive fallen comrades (also depends on the sk_islave_revival cvar)
// Each vort can be revived only once.
vortigaunt_revive true
// Whether vortigaunts can form squads (in original Half-Life they can't)
vortigaunt_squad false
// Whether ally vortigaunts can charge player with armor
vortigaunt_armor_charge false
/////////
// TURRETS
/////////
// Whether sentry turrets retract after some time (In original Half-Life they keep searching forever once activated)
sentry_retract true
/////////
// BIG MOMMA / GONARCH
/////////
// 'Wait after approach' parameter of info_bigmomma is not handled correctly in original Half-Life.
// Set this option to true if you want this parameter to work as expected. Note that this will make big momma delay its approaching in original Half-Life campaign!
bigmomma_wait_fix false
// Big Momma in Half-Life goes to the last info_bigmomma node twice or even can "stuck" if the last node doesn't specify the health value.
// Set this option to true to fix this behavior.
bigmomma_lastnode_fix false
/////////
// GARGANTUA
/////////
// Whether gargantua should spawn with larger hull size (like in Opposing Force).
// Setting this to true fixes the issue of projectiles of non-null size (e.g. ones produced by shockroach) not hitting the gargantua properly.
gargantua_larger_size false
/////////
// GONOMES
/////////
// Whether the gonomes can lock the player during their mouth attack.
// When enabled, this feature can conflict with usage of trigger_playerfreeze entity, so use it with care.
gonome_lock_player false
/////////
// VOLTIGORES
/////////
// Whether set lesser geometry size for voltigores. This doesn't effect the model scale.
// In Opposing Force the size of voltigores is too large which makes for them harder to build paths on levels.
voltigore_lesser_size false
/////////
// DOORS
/////////
// Open func_door_rotating in the direction the player is moving instead of opening the way the player is facing.
doors_open_in_move_direction false
// Re-check if blocking entity is destroyed by door's damage and the door can continue moving.
// In Half-Life the door returns to its previous position when blocked by something even if the obstacle is destroyed by the damage inflicted by door.
doors_blocked_recheck false
// Whether killed monsters are getting non-solid and fade if they block the door movement.
// Set it to true if you want to ensure that corpses won't block the doors.
doors_blocked_fade_corpses false
// Original Half-Life has a bug that makes the named func_door_rotating with 'Starts open' spawnflag unresponsive after the first triggering.
// Set this to true to fix this issue. This is left disabled by default just in case some existing map relies on this behavior.
door_rotating_starts_open_fix false
/////////
// EFFECTS
/////////
// Whether the env_spark entities can travel between levels. In Half-Life they can transit, but it may lead to having sparks in unintended places or doubling the sparks (if both levels have them). Set this option to true if you want the original behavior.
env_spark_transit false
/////////
// OPFOR RELATED
/////////
// Whether to execute skillopfor.cfg
skill_opfor false
// Whether to use opfor-specific decals (scorch produced by shockbeams and spores)
opfor_decals false
// Whether monster_hevsuit_dead uses deadhaz.mdl model
opfor_deadhaz false
// Whether tentacles use opfor-specific height levels
tentacle_opfor_height false