18 Commits

Author SHA1 Message Date
Michael Fabian 'Xaymar' Dirks cc820a89d3 gamemode: Add new and update existing cvars with help text
The command 'cvarlist ph_' should now actually be much more descriptive than before.
2017-11-25 01:30:06 +01:00
Michael Fabian 'Xaymar' Dirks e8f5fc4b92 compat/tauntpackloader: Fix support for third party taunt packs 2017-11-25 00:16:52 +01:00
Michael Fabian 'Xaymar' Dirks 0091281e90 media: Add wider version of the logo 2017-11-25 00:16:33 +01:00
Michael Fabian 'Xaymar' Dirks 0a1fa75a30 gamemode: Only show nameplates for alive players 2017-11-24 03:53:41 +01:00
Michael Fabian 'Xaymar' Dirks eac0c12d64 Ignore all gma files 2017-11-24 03:13:33 +01:00
Michael Fabian 'Xaymar' Dirks 74d77b5269 class/seeker: Ignore damage done to ragdolls 2017-11-24 03:10:50 +01:00
Michael Fabian 'Xaymar' Dirks 14e32383c4 class/seeker: Properly respect mp_friendlyfire 2
Support for the reflect setting (mp_friendlyfire 2) now properly works and will no longer spew lua errors into the console, while also logging who damaged who with how much damage. This info is critical to server owners that want to know what exactly went down in a match with this option enabled.
2017-11-24 03:10:30 +01:00
Michael Fabian 'Xaymar' Dirks 0efa3f12c0 gamemode: Fix PlayerHurt and PlayerShouldTakeDamage hooks 2017-11-24 03:07:19 +01:00
Michael Fabian 'Xaymar' Dirks f38e70dce9 Rename automated building scripts 2017-11-24 02:06:09 +01:00
Michael Fabian 'Xaymar' Dirks 67c91f9225 media: Add other media 2017-11-24 02:00:24 +01:00
Michael Fabian 'Xaymar' Dirks bc0068a79a media: Update Workshop Icon PSD 2017-11-24 02:00:18 +01:00
Michael Fabian 'Xaymar' Dirks 6ad75df85d Adjust paths to be lowercase (part 2)
Even though git internally knows the difference between upper and lower case, all of it's commands rely on the file system to do so as well. This results in incorrect behavior when renaming A to a for example, as the source and destination is identical on the file system according to git. Windows does support such renames, but git seems to shit itself.
2017-11-24 02:00:08 +01:00
Michael Fabian 'Xaymar' Dirks e8454d4d27 Adjust paths to be lowercase 2017-11-24 01:58:31 +01:00
Michael Fabian 'Xaymar' Dirks e609fb09f4 gamemode: Add support for name plates above players
Name plates are an easy way to identify other players without looking at them or relying on the Target id to appear (which should no longer happen). Several new cvars have been added to make this possible:

- ph_nameplates_show: Show or hide name plates.
- ph_nameplates_scale: World scale, a value of 1 makes 1 pixel equal 1 unit.
- ph_nameplates_height: Height above the player.
- ph_nameplates_tint_hue
- ph_nameplates_tint_saturation
- ph_nameplates_tint_value
- ph_nameplates_tint_health: Tint nameplate using the remaining health, 100% health = green, 0% health = red.
- ph_nameplates_tint_team: Tint nameplates using the players team.
2017-11-24 01:22:18 +01:00
Michael Fabian 'Xaymar' Dirks b5209f4b60 gamemode: Updated author and contact info
Before the 13th June 2016, the gamemode was indeed largely based on the version Kow@lski released to the Workshop (which was based on the original version AMT released). On 13th June 2016, I took it upon myself to completely rewrite the existing game mode to future proof it for years to come and make it incredibly easy to change.

This means that after the 13th June 2016, the sole author was and still is Michael Fabian 'Xaymar' Dirks.
2017-11-24 01:06:53 +01:00
Michael Fabian 'Xaymar' Dirks 3607102698 media: Use new and improved workshop logo 2017-11-20 05:03:21 +01:00
Michael Fabian 'Xaymar' Dirks 4ee354662f media: Improve ingame icon sharpness 2017-11-20 03:21:24 +01:00
Michael Fabian 'Xaymar' Dirks 98df2f2783 media: Convert ingame icon to Photoshop 2017-11-20 03:21:07 +01:00
57 changed files with 343 additions and 118 deletions
+2 -1
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@@ -1,3 +1,4 @@
Pack.gma
Changelog.txt
Description.txt
Description.txt
/*.gma
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-4
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@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%CD%\Source" -out "%CD%\Pack.gma"
PAUSE
+3 -3
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@@ -1,4 +1,4 @@
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 468149739 -icon "Media\Logo.jpg" -addon "Pack.gma" -changes ""
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmpublish.exe" update -id 468149739 -icon "media\gamemode_workshop.jpg" -addon "pack.gma" -changes ""
PAUSE
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+4
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@@ -0,0 +1,4 @@
@ECHO OFF
call env.win.bat
"%GARRYSMODPATH%\bin\gmad.exe" create -folder "%CD%\source" -out "%CD%\pack.gma"
PAUSE
+3 -3
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@@ -1,4 +1,4 @@
@ECHO OFF
call env.win.bat
SET "PATH=%CD%;%GARRYSMODPATH%\bin;%PATH%"
@ECHO OFF
call env.win.bat
SET "PATH=%CD%;%GARRYSMODPATH%\bin;%PATH%"
CMD
@@ -41,8 +41,8 @@ function GM:Initialize()
print("Prop Hunt CL: Initializing Gamemode Data...")
self.Data = {}
print("Prop Hunt CL: Creating Huge Ass Font...")
surface.CreateFont("PHHugeAssFont", {font="Roboto Bold Condensed", extended=true, size=160, weight=800, antialias=true})
print("Prop Hunt CL: Creating Fonts...")
surface.CreateFont("RobotoBoldCondensed160", {font="Roboto Bold Condensed", extended=true, size=160, weight=800, antialias=true})
print("Prop Hunt CL: Complete.")
print("-------------------------------------------------------------------------")
@@ -193,28 +193,47 @@ net.Receive( "PlayerViewOffset", function(len, pl)
end)
-- ------------------------------------------------------------------------- --
--! Old Code
--! Special Drawing
-- ------------------------------------------------------------------------- --
--[[
-- Render halos and player names.
function DrawPlayerNames(bDrawingDepth, bDrawingSkybox)
for i,v in ipairs(player.GetAll()) do
if v:Alive() && v != LocalPlayer() then
local pos = v:GetPos() + v:GetViewOffset() + Vector(0, 0, 5)
local ang = Angle(0, LocalPlayer():EyeAngles().y - 90, 90 - LocalPlayer():EyeAngles().x)
local healthPrc = v:Health() / v:GetMaxHealth()
local healthCol = HSVToColor(120 * healthPrc, 1.0, 1.0)
if v:Team() == TEAM_HUNTERS || LocalPlayer():Team() == TEAM_PROPS then
cam.Start3D2D(pos, ang, 0.15)
draw.DrawText(v:GetName(), "Trebuchet24", 0, -draw.GetFontHeight("Trebuchet24"), healthCol, TEXT_ALIGN_CENTER)
function DrawNamePlates(bDrawingDepth, bDrawingSkybox)
if (!GAMEMODE.Config.NamePlates:Show()) then
return
end
local scale = GAMEMODE.Config.NamePlates:Scale()
local pls = team.GetPlayers(GAMEMODE.Teams.Seekers)
if (LocalPlayer():Team() == GAMEMODE.Teams.Hiders) then
pls = table.Add(pls, team.GetPlayers(GAMEMODE.Teams.Hiders))
end
for i,v in ipairs(pls) do
if (v:Alive() && v != LocalPlayer()) then
if (player_manager.GetPlayerClass(v) != "Spectator") then
local color = HSVToColor(GAMEMODE.Config.NamePlates:TintHue(),
GAMEMODE.Config.NamePlates:TintSaturation(),
GAMEMODE.Config.NamePlates:TintValue())
if GAMEMODE.Config.NamePlates:TintHealth() then
local healthPrc = v:Health() / v:GetMaxHealth()
color = HSVToColor(120 * healthPrc, 1.0, 1.0)
elseif GAMEMODE.Config.NamePlates:TintTeam() then
color = team.GetColor(v:Team())
end
local pos = v:GetPos() + v:GetViewOffset() + Vector(0, 0, GAMEMODE.Config.NamePlates:Height())
local ang = Angle(0, LocalPlayer():EyeAngles().y - 90, 90 - LocalPlayer():EyeAngles().x)
cam.Start3D2D(pos, ang, scale)
draw.DrawText(v:GetName(), "RobotoBoldCondensed160", 0, -draw.GetFontHeight("RobotoBoldCondensed160") / 2, color, TEXT_ALIGN_CENTER)
cam.End3D2D()
end
end
end
end
end
hook.Add("PostDrawTranslucentRenderables", "PH_DrawPlayerNames", DrawPlayerNames)
hook.Add("PostDrawTranslucentRenderables", "PHDrawNamePlates", DrawNamePlates)
-- ------------------------------------------------------------------------- --
--! Old Code
-- ------------------------------------------------------------------------- --
--[[
function DrawPlayerHalos(bDrawingDepth, bDrawingSkybox)
for i,v in ipairs(player.GetAll()) do
if v:Alive() then
@@ -40,7 +40,7 @@ function CompatTauntPackLoader()
if (ty == "string") then
Taunts[#Taunts+1] = t
elseif (ty == "table") then
Taunts[#Taunts+1] = t[2]
Taunts[#Taunts+1] = t[1]
-- for j,snd in ipairs(t) do
-- HiderTaunts[#HiderTaunts+1] = snd
-- end
@@ -53,7 +53,7 @@ function CompatTauntPackLoader()
if (ty == "string") then
Taunts[#Taunts+1] = t
elseif (ty == "table") then
Taunts[#Taunts+1] = t[2]
Taunts[#Taunts+1] = t[1]
-- for j,snd in ipairs(t) do
-- SeekerTaunts[#SeekerTaunts+1] = snd
-- end
@@ -241,7 +241,19 @@ function GM:PlayerUse(ply, ent) return player_manager.RunClass(ply, "Use", ent)
function GM:AllowPlayerPickup(ply, ent) return player_manager.RunClass(ply, "AllowPickup", ent) end
function GM:PlayerSetModel(ply) return player_manager.RunClass(ply, "SetModel") end
-- Called when an entity takes damage
-- Damage
function GM:PlayerShouldTakeDamage(victim, attacker)
return player_manager.RunClass(victim, "ShouldTakeDamage", attacker)
end
function GM:PlayerHurt(victim, attacker, healthRemaining, damageTaken)
player_manager.RunClass(victim, "Hurt", victim, attacker, healthRemaining, damageTaken)
if (IsValid(attacker) && attacker:IsPlayer()) then
player_manager.RunClass(attacker, "Damage", victim, attacker, healthRemaining, damageTaken)
end
end
function GM:EntityTakeDamage(ent, dmg)
local att = dmg:GetAttacker()
@@ -96,30 +96,51 @@ function CLASS:ShouldTakeDamage(attacker)
local ffmode = GetConVarNumber("mp_friendlyfire")
if (ffmode == 0) then -- Not Allowed
return false
elseif (ffmode == 2) then -- Damage self instead
if (IsValid(attacker) && attacker:IsPlayer()) then
attacker:SetHealth(attacker:Health() - damageTaken)
end
return false
end
end
end
end
return true
end
function CLASS:Damage(victim, attacker, healthRemaining, damageDealt)
if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then
if (GAMEMODE.Config:DebugLog()) then
print("Prop Hunt: Seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") damaged seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") with "..damageDealt.." damage.")
end
end
end
function CLASS:Hurt(victim, attacker, healthRemaining, damageTaken)
if ((victim != attacker) && victim:IsPlayer() && attacker:IsPlayer() && (attacker:Team() == victim:Team())) then
if (GAMEMODE.Config:DebugLog()) then
print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") was hurt by seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..") with "..damageTaken.." damage.")
end
if (GetConVarNumber("mp_friendlyfire") == 2) then
victim:SetHealth(healthRemaining + damageTaken)
attacker:TakeDamage(damageTaken, attacker, attacker)
print("Prop Hunt: Seeker '"..victim:GetName().."' (SteamID: "..victim:SteamID()..") reflected "..damageTaken.." to seeker '"..attacker:GetName().."' (SteamID: "..attacker:SteamID()..").")
end
end
end
function CLASS:DamageEntity(ent, att, dmg)
if (GAMEMODE.Config:DebugLog()) then print("Prop Hunt: Seeker '"..self.Player:GetName().."' (SteamID: "..self.Player:SteamID()..") damaged entity "..ent:GetClass()..".") end
if (GAMEMODE:GetRoundState() != GAMEMODE.States.Seek) then return end
if (!IsValid(ent) || !IsValid(att)) then return end
if (att == ent) then return end
-- Only take damage during this phase.
if (GAMEMODE:GetRoundState() == GAMEMODE.States.Seek) then
if IsValid(ent) && (!(ent:IsPlayer())) then
if (ent:GetClass() == "ph_prop") then
ent:GetOwner():TakeDamageInfo(dmg)
self.Player.Data.RandomWeight = self.Player.Data.RandomWeight - 1
elseif (ent:GetClass() == "func_breakable") then -- ToDo: Make Configurable which entities don't hurt?
else
att:TakeDamage(GAMEMODE.Config.Seeker:HealthPenalty(), ent, ent)
end
if IsValid(ent) && (!(ent:IsPlayer())) then
if (ent:GetClass() == "ph_prop") then
ent:GetOwner():TakeDamageInfo(dmg)
self.Player.Data.RandomWeight = self.Player.Data.RandomWeight - 1
elseif (ent:GetClass() == "func_breakable") then
elseif (ent:GetClass() == "prop_ragdoll") then
else
att:TakeDamage(GAMEMODE.Config.Seeker:HealthPenalty(), ent, ent)
end
end
end
@@ -40,7 +40,6 @@ end
--! Debug Settings
-- ------------------------------------------------------------------------- --
-- Debug Mode
GM.Config.ConVars.Debug = CreateConVarIfNotExists("ph_debug", "0", FCVAR_CHEAT + FCVAR_REPLICATED, "Prop Hunt: Enable Debug Mode")
function GM.Config:Debug()
return self.ConVars.Debug:GetBool()
@@ -86,7 +85,7 @@ function GM.Config.Round:Time()
end
-- For how many seconds are the Seekers blinded? (Seconds)
GM.Config.Round.ConVars.BlindTime = CreateConVarIfNotExists("ph_round_blindtime", "-30", FCVAR_REPLICATED, "Round Manager: Blind Time for Seekers (in Seconds, positive takes away from ph_round_timelimit, negative adds extra time to ph_round_timelimit")
GM.Config.Round.ConVars.BlindTime = CreateConVarIfNotExists("ph_round_blindtime", "-30", FCVAR_REPLICATED, "Round Manager: Blind Time for Seekers (in Seconds, positive takes away from ph_round_timelimit, negative adds extra time to ph_round_timelimit)")
function GM.Config.Round:BlindTime()
return self.ConVars.BlindTime:GetFloat()
end
@@ -98,7 +97,7 @@ GM.Config.Teams = {}
GM.Config.Teams.ConVars = {}
-- Should teams be ranomized each round?
GM.Config.Teams.ConVars.Randomize = CreateConVarIfNotExists("ph_teams_randomize", "0", FCVAR_REPLICATED, "Teams: Randomize Each Round")
GM.Config.Teams.ConVars.Randomize = CreateConVarIfNotExists("ph_teams_randomize", "0", FCVAR_REPLICATED, "Teams: Randomize Teams instead of swapping each round")
function GM.Config.Teams:Randomize()
return self.ConVars.Randomize:GetBool()
end
@@ -410,4 +409,56 @@ if CLIENT then
function GM.Config.Camera:Lag()
return math.Clamp(self.ConVars.Lag:GetFloat(), self:LagMinimum(), self:LagMaximum())
end
end
end
-- ------------------------------------------------------------------------- --
--! Name Plates
-- ------------------------------------------------------------------------- --
GM.Config.NamePlates = {}
GM.Config.NamePlates.ConVars = {}
if CLIENT then
-- Show
GM.Config.NamePlates.ConVars.Show = CreateConVarIfNotExists("ph_nameplates_show", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Show a name plate above each player in your team (or all players if spectating).")
function GM.Config.NamePlates:Show()
return self.ConVars.Show:GetBool()
end
-- Scale
GM.Config.NamePlates.ConVars.Scale = CreateConVarIfNotExists("ph_nameplates_scale", "0.05", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: World scale of name plate, a setting of 1 means 1px = 1unit.")
function GM.Config.NamePlates:Scale()
return self.ConVars.Scale:GetFloat()
end
-- Height
GM.Config.NamePlates.ConVars.Height = CreateConVarIfNotExists("ph_nameplates_height", "10", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Height above player.")
function GM.Config.NamePlates:Height()
return self.ConVars.Height:GetFloat()
end
-- Tint Color
GM.Config.NamePlates.ConVars.TintHue = CreateConVarIfNotExists("ph_nameplates_tint_hue", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint hue.")
function GM.Config.NamePlates:TintHue()
return self.ConVars.TintHue:GetFloat()
end
GM.Config.NamePlates.ConVars.TintSaturation = CreateConVarIfNotExists("ph_nameplates_tint_saturation", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint saturation.")
function GM.Config.NamePlates:TintSaturation()
return self.ConVars.TintSaturation:GetFloat()
end
GM.Config.NamePlates.ConVars.TintValue = CreateConVarIfNotExists("ph_nameplates_tint_value", "1", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint value.")
function GM.Config.NamePlates:TintValue()
return self.ConVars.TintValue:GetFloat()
end
-- Tint By Health
GM.Config.NamePlates.ConVars.TintHealth = CreateConVarIfNotExists("ph_nameplates_tint_health", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint the nameplate using their health percent.")
function GM.Config.NamePlates:TintHealth()
return self.ConVars.TintHealth:GetBool()
end
-- Tint By Team
GM.Config.NamePlates.ConVars.TintTeam = CreateConVarIfNotExists("ph_nameplates_tint_team", "0", FCVAR_ARCHIVE + FCVAR_CLIENTDLL, "Nameplates: Tint the nameplate with the team colors.")
function GM.Config.NamePlates:TintTeam()
return self.ConVars.TintTeam:GetBool()
end
end
@@ -26,8 +26,8 @@
--! Gamemode Information
-- ------------------------------------------------------------------------- --
GM.Name = "Prop Hunt Extended"
GM.Author = "Michael 'Xaymar' Dirks (Based on Kow@lskis Version, Original by AMT)"
GM.Email = "michael.fabian.dirks@gmail.com"
GM.Author = "Michael Fabian 'Xaymar' Dirks"
GM.Email = "info@xaymar.com"
GM.Website = "http://xaymar.com/"
GM.TeamBased = true
@@ -104,17 +104,6 @@ function GM:PlayerTick(ply, mv)
return player_manager.RunClass(ply, "Tick", mv)
end
function GM:PlayerHurt(victim, attacker, healthRemaining, damageTaken)
player_manager.RunClass(victim, "Hurt", victim, attacker, healthRemaining, damageTaken)
if (IsValid(attacker) && attacker:IsPlayer()) then
player_manager.RunClass(attacker, "Damage", victim, attacker, healthRemaining, damageTaken)
end
end
function GM:PlayerShouldTakeDamage(victim, attacker)
return player_manager.RunClass(victim, "ShouldTakeDamage", attacker)
end
-- ------------------------------------------------------------------------- --
--! Gamemode Functionality
-- ------------------------------------------------------------------------- --
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@@ -15,6 +15,7 @@
"text" "Enable Debug Mode"
"type" "CheckBox"
"default" "0"
"help" "Prop Hunt: Enable Debug Mode"
}
2
@@ -23,221 +24,352 @@
"text" "Enable Debug Logging"
"type" "CheckBox"
"default" "1"
"help" "Prop Hunt: Enable Debug Logging"
}
// Basic Settings
11
100
{
"name" "ph_gametype"
"text" "Game Type to use"
"type" "Numeric"
"default" "0"
"help" "Prop Hunt: Which Game Type should be played?"
}
12
101
{
"name" "mp_timelimit"
"text" "Map Time Limit"
"type" "Numeric"
"default" "0"
"help" "Map Time Limit (in Minutes)"
}
13
102
{
"name" "ph_sprinting"
"text" "Enable Sprinting"
"type" "CheckBox"
"name" "mp_friendlyfire"
"text" "Friendly fire"
"type" "Numeric"
"default" "0"
"help" "Allow friendly fire? (0 = No, 1 = Yes, 2 = Reflect)"
}
// Round Settings
21
200
{
"name" "ph_round_limit"
"text" "Maximum Rounds Played"
"type" "Numeric"
"default" "10"
}
22
"help" "Round Manager: Maximum Rounds to Play on a single Map"
}
201
{
"name" "ph_round_timelimit"
"text" "Time Limit per Round"
"type" "Numeric"
"default" "180"
}
23
"help" "Round Manager: Time Limit per Round (in Seconds)"
}
202
{
"name" "ph_round_blindtime"
"text" "Seeker Blind time per Round"
"type" "Numeric"
"default" "-30"
"help" "Round Manager: Blind Time for Seekers (in Seconds, positive takes away from ph_round_timelimit, negative adds extra time to ph_round_timelimit)"
}
// Team Settings
31
300
{
"name" "ph_teams_randomize"
"text" "Randomize Teams"
"type" "CheckBox"
"default" "1"
}
32
"help" "Teams: Randomize Teams instead of swapping each round"
}
301
{
"name" "ph_teams_weighted"
"text" "Randomize with weighted Score"
"type" "CheckBox"
"default" "1"
}
33
"help" "Teams: Use Weighted Randomization"
}
302
{
"name" "ph_teams_seekerpct"
"text" "Pct of Pl. becoming Seeker"
"type" "Numeric"
"default" "25"
"help" "Teams: Initial percentage of Seekers in Dead Hunt Game Type"
}
// Seeker Settings
41
400
{
"name" "ph_seeker_health"
"text" "Seeker Health"
"type" "Numeric"
"default" "100"
"help" "Seekers: Initial Health"
}
42
401
{
"name" "ph_seeker_health_max"
"text" "Seeker Max Health"
"type" "Numeric"
"default" "100"
"help" "Seekers: Maximum Health"
}
43
402
{
"name" "ph_seeker_health_bonus"
"text" "Seeker Health Kill-Bonus"
"type" "Numeric"
"default" "20"
"help" "Seekers: Health Bonus per Kill"
}
44
403
{
"name" "ph_seeker_health_penalty"
"text" "Seeker Health Penalty"
"type" "Numeric"
"default" "5"
"help" "Seekers: Health Penalty per wrong Shot"
}
45
404
{
"name" "ph_seeker_weapons"
"text" "Seeker Weapons"
"type" "Text"
"default" "weapon_crowbar,weapon_pistol,weapon_ph_smg,weapon_shotgun"
"help" "Seekers: Initial Weapons (Weapon,Weapon,...)"
}
46
405
{
"name" "ph_seeker_ammo"
"text" "Seeker Ammo"
"type" "Text"
"default" "Pistol:100,SMG1:300,SMG1_Grenade:1,Buckshot:64"
"help" "Seekers: Initial Ammo (Ammo:Amount,Ammo:Amount,...)"
}
406
{
"name" "ph_seeker_walk_speed"
"text" "Seeker Walk Speed"
"type" "Numeric"
"default" "250"
"help" "Seekers: Walk Speed"
}
407
{
"name" "ph_seeker_sprint"
"text" "Seeker Sprint Allowed"
"type" "CheckBox"
"default" "1"
"help" "Seekers: Allow Sprinting"
}
408
{
"name" "ph_seeker_sprint_speed"
"text" "Seeker Sprint Speed"
"type" "Numeric"
"default" "500"
"help" "Seekers: Sprint Speed"
}
409
{
"name" "ph_seeker_jump_power"
"text" "Seeker Jump Power"
"type" "Numeric"
"default" "200"
"help" "Seekers: Jump Power"
}
// Hider Settings
51
500
{
"name" "ph_hider_health"
"text" "Hider Health"
"type" "Numeric"
"default" "100"
"help" "Hiders: Initial Health"
}
52
501
{
"name" "ph_hider_health_max"
"text" "Hider Max Health"
"type" "Numeric"
"default" "100"
"help" "Hiders: Maximum Health"
}
53
502
{
"name" "ph_hider_health_scaling"
"text" "Hider Enable Health Scaling"
"type" "CheckBox"
"default" "1"
"help" "Hiders: Enable Health Scaling"
}
54
503
{
"name" "ph_hider_health_scaling_max"
"text" "Hider Scaled Max Health"
"type" "Numeric"
"default" "200"
"help" "Hiders: Maximum scaled Health"
}
55
504
{
"name" "ph_hider_allow_full_rotation"
"text" "Hider 3-Dimensional Rotation"
"type" "CheckBox"
"default" "0"
"help" "Hiders: Enable full 3D Rotation"
}
505
{
"name" "ph_hider_walk_speed"
"text" "Hider Walk Speed"
"type" "Numeric"
"default" "250"
"help" "Hiders: Walk Speed"
}
506
{
"name" "ph_hider_sprint"
"text" "Hider Sprint Allowed"
"type" "CheckBox"
"default" "0"
"help" "Hiders: Allow Sprinting"
}
507
{
"name" "ph_hider_sprint_speed"
"text" "Hider Sprint Speed"
"type" "Numeric"
"default" "500"
"help" "Hiders: Sprint Speed"
}
507
{
"name" "ph_hider_jump_power"
"text" "Hider Jump Power"
"type" "Numeric"
"default" "200"
"help" "Hiders: Jump Power"
}
// Whitelist & Blacklist
61
600
{
"name" "ph_list_class_whitelist"
"text" "Allowed Entity Classes"
"type" "Text"
"default" "ph_prop,prop_physics,prop_physics_multiplayer,prop_physics_respawnable"
}
62
"help" "Anti-Cheat: Whitelisted Hider Classes"
}
601
{
"name" "ph_list_abuse_blacklist"
"text" "Abuse Blacklist"
"type" "Text"
"default" "func_button,func_door,func_door_rotation,prop_door_rotation,func_tracktrain,func_tanktrain,func_breakable"
}
63
"help" "Anti-Cheat: Entity Abuse Blacklist"
}
602
{
"name" "ph_list_model_blacklist"
"text" "Model Blacklist"
"type" "Text"
"default" "models/props/cs_assault/dollar.mdl,models/props/cs_assault/money.mdl,models/props/cs_office/snowman_arm.mdl,models/props/cs_office/projector_remote.mdl"
"help" "Anti-Cheat: Model Abuse Blacklist"
}
// Taunts
71
700
{
"name" "ph_taunt_cooldown"
"text" "Cooldown for Taunts"
"type" "Numeric"
"default" "5"
"help" "Prop Hunt: Cooldown between Taunts"
}
72
701
{
"name" "ph_taunt_seekers"
"text" "Seeker Taunts"
"type" "Text"
"default" "bot/a_bunch_of_them.wav,bot/come_out_and_fight_like_a_man.wav,bot/come_out_wherever_you_are.wav,bot/come_to_papa.wav,bot/dont_worry_hell_get_it.wav,bot/hang_on_i_heard_something.wav,bot/hang_on_im_coming.wav,bot/i_dont_think_so.wav,bot/i_have_the_hostages.wav,bot/i_see_our_target.wav,bot/im_waiting_here.wav,bot/keeping_an_eye_on_the_hostages.wav,bot/nnno_sir.wav,bot/spotted_the_delivery_boy.wav,bot/target_acquired.wav,bot/target_spotted.wav,bot/you_heard_the_man_lets_go.wav"
"help" "Prop Hunt: Seeker Taunts"
}
73
702
{
"name" "ph_taunt_hiders"
"text" "Hider Taunts"
"type" "Text"
"default" "ambient/alarms/apc_alarm_pass1.wav,ambient/alarms/manhack_alert_pass1.wav,ambient/alarms/razortrain_horn1.wav,ambient/alarms/scanner_alert_pass1.wav,ambient/alarms/train_horn2.wav,ambient/alarms/train_horn_distant1.wav,ambient/alarms/warningbell1.wav,ambient/energy/whiteflash.wav,ambient/intro/alyxremove.wav,ambient/intro/logosfx.wav,ambient/levels/launch/1stfiringwarning.wav,ambient/levels/launch/rockettakeoffblast.wav,ambient/misc/ambulance1.wav,ambient/misc/carhonk1.wav,ambient/misc/carhonk2.wav,ambient/misc/carhonk3.wav,ambient/outro/gunshipcrash.wav,ambient/3dmeagle.wav,beams/beamstart5.wav,buttons/bell1.wav,buttons/weapon_cant_buy.wav,common/bass.wav,common/bugreporter_failed.wav,common/warning.wav,doors/door_squeek1.wav,friends/friend_join.wav,friends/friend_online.wav,friends/message.wav,hostage/hunuse/comeback.wav,hostage/hunuse/dontleaveme.wav,hostage/hunuse/yeahillstay.wav,items/gift_drop.wav,music/radio1.mp3,phx/eggcrack.wav,plats/elevbell1.wav,player/headshot1.wav,player/headshot2.wav,player/sprayer.wav,radio/enemydown.wav,radio/go.wav,radio/locknload.wav,radio/negative.wav,radio/rounddraw.wav,radio/takepoint.wav,resource/warning.wav,ui/achievement_earned.wav,ui/freeze_cam.wav,vehicles/junker/radar_ping_friendly1.wav,weapons/c4/c4_beep1.wav,weapons/c4/c4_click.wav,weapons/awp/awp1.wav,vo/canals/female01/gunboat_giveemhell.wav,vo/canals/female01/gunboat_justintime.wav,vo/canals/female01/stn6_incoming.wav,vo/canals/male01/gunboat_giveemhell.wav,vo/canals/male01/gunboat_justintime.wav,vo/canals/male01/stn6_incoming.wav,vo/canals/al_radio_stn6.wav,vo/canals/arrest_getgoing.wav,vo/canals/arrest_helpme.wav,vo/canals/arrest_lookingforyou.wav,vo/canals/boxcar_lethimhelp.wav,vo/canals/matt_closecall.wav,vo/canals/premassacre.wav,vo/ravenholm/aimforhead.wav,vo/ravenholm/bucket_patience.wav,vo/ravenholm/madlaugh01.wav,vo/ravenholm/madlaugh02.wav,vo/ravenholm/madlaugh03.wav,vo/ravenholm/madlaugh04.wav,weapons/strider_buster/ol12_stickybombcreator.wav,weapons/c4/c4_explode1.wav,weapons/357/357_fire2.wav,weapons/357/357_fire3.wav,weapons/scout/scout_fire-1.wav,weapons/smokegrenade/sg_explode.wav,weapons/grenade_launcher1.wav,weapons/explode3.wav,weapons/underwater_explode3.wav,items/nvg_on.wav,hostage/huse/letsdoit.wav,hostage/huse/illfollow.wav,hostage/huse/getouttahere.wav,doors/door_screen_move1.wav,doors/heavy_metal_stop1.wav,doors/default_move.wav,common/stuck2.wav,ambient/water_splash1.wav,ambient/water_splash2.wav,ambient/water_splash3.wav,ambient/weather/thunder1.wav,ambient/weather/thunder2.wav,ambient/weather/thunder3.wav,ambient/weather/thunder4.wav,ambient/weather/thunder5.wav,ambient/weather/thunder6.wav,ambient/outro/thunder7.wav,ambient/voices/crying_loop1.wav,ambient/voices/playground_memory.wav,ambient/voices/f_scream1.wav,ambient/voices/m_scream1.wav,ambient/voices/cough1.wav,ambient/voices/cough2.wav,ambient/voices/cough3.wav,ambient/voices/cough4.wav,ambient/overhead/plane1.wav,ambient/overhead/plane2.wav,ambient/overhead/plane3.wav,ambient/overhead/hel1.wav,ambient/overhead/hel2.wav,ambient/misc/truck_backup1.wav,ambient/misc/truck_drive1.wav,ambient/misc/truck_drive2.wav,ambient/machines/pneumatic_drill_1.wav,ambient/machines/pneumatic_drill_2.wav,ambient/machines/pneumatic_drill_3.wav,ambient/machines/pneumatic_drill_4.wav,ambient/machines/station_train_squeel.wav,ambient/machines/ticktock.wav,ambient/creatures/teddy.wav,ambient/creatures/town_child_scream1.wav,ambient/creatures/town_moan1.wav,ambient/creatures/town_muffled_cry1.wav,ambient/creatures/town_scared_breathing1.wav,ambient/creatures/town_scared_breathing2.wav,ambient/creatures/town_scared_sob1.wav,ambient/creatures/town_scared_sob2.wav,ambient/creatures/town_zombie_call1.wav"
"help" "Prop Hunt: Hider Taunts"
}
// Camera
800
{
"name" "ph_camera_allow_noclip"
"text" "Camera Noclip Allowed"
"type" "CheckBox"
"default" "0"
"help" "Camera: Allow clients to disable camera collision"
}
801
{
"name" "ph_camera_distance_max"
"text" "Camera Distance Max."
"type" "Numeric"
"default" "150"
"help" "Camera: Maximum allowed distance to player."
}
802
{
"name" "ph_camera_distance_min"
"text" "Camera Distance Min."
"type" "Numeric"
"default" "30"
"help" "Camera: Minimum allowed distance to player."
}
803
{
"name" "ph_camera_distance_right_range"
"text" "Camera Horizontal Offset Range"
"type" "Numeric"
"default" "20"
"help" "Camera: Horizontal allowed camera distance range."
}
803
{
"name" "ph_camera_distance_up_range"
"text" "Camera Vertical Offset Range"
"type" "Numeric"
"default" "20"
"help" "Camera: Vertical allowed camera distance range."
}
803
{
"name" "ph_camera_lag_min"
"text" "Camera Lag Min."
"type" "Numeric"
"default" "0"
"help" "Camera: Minimum Camera Lag."
}
803
{
"name" "ph_camera_lag_max"
"text" "Camera Lag Max."
"type" "Numeric"
"default" "0.95"
"help" "Camera: Maximum Camera Lag."
}
}
}