!NOTE!> This is for CS: Condition Zero Deleted Scenes. A single player only game.
Hello everyone! I've been working on this for far too long... But here it is! The
FGD for CS:CZDS!
If you have any
issues or suggestions, please don't hesitate to write it in the comments!
So, please have fun making some CS single player maps! Oh, and check back often, there might be an update or two waiting for you!
// >
16/7/2023 1.1.6 'Another One' Edition
// - !!NOTE!! For the sake of parity between the original game maps and user maps. monster_terrorist will remain. One can manually change it to monster_t for a shorter list in JACK. Hammer will have to be monster_t due to 32 bit limits on ent names.
// - Added all weapon_ tools and ambient_generic to game_player_equip
// - Added "killtarget" KV to "trigger_usetool"
// - Added all music tracks to "Trigger_cdaudio"
// - Rewrote "Viewcone Degree" KV description in the "Trigger" baseclass to more accurately discribe how to use it.
// - Fixed and added more info to Func_mortar_zone.
// - Added model selections for Monster_apache to better align with the ingame decompiles.
// - Changed "Clips" from ammo entites to either magazines or boxes respectively.
This might be the final update... other than cleaning up reported bugs from users. I can't find anything else that is usable within the decompile. So if you have any bugs or QoL features that can be implemented, please drop me a comment here and I will try to keep maintaining this monster of a thing.
I've just updated the download with the newest version. Have fun!
Most of the entities that don't use models are going to appear as pink 16x16 cubes If you don't use the custom made set, especially the new entities in the game. I have a custom set of sprites for this FGD available here for most of the point entities: Retro Hammer Icon Sprites
The regular Hammer sprites will work if you manually edit them in.
Specifically, You'd have to change this area:
@PointClass iconsprite("sprites/Hammer/lightsrc.spr") base(Targetname, Target, Light) = light
to this:
@PointClass iconsprite("sprites/Hammer/lightbulb.spr") base(Targetname, Target, Light) = light
to get the OG one back (provided you have it in the right directory, which should be heresprites/Hammer/lightbulb.spr
).Ok, fix it. Thx for the tips. Btw, I saw an error about the missing trip mine model in the FGD. Managed to fix it by just using the
p_tripmine.mdl
file.No problem!
I do have plans to change the tripmine model to a non-HL1 model (Kinda weird that T's have HECU gear). That was just prep for it on my end.