This FGD is for Counter-Strike: Condition Zero Deleted Scenes. Please use either J.A.C.K or equivalent modern GoldSource level editor. There is a rather large limitation in Hammer 3.5 regarding this FGD and it is quite hard to fix without running 3rd party code at build time! Finally, the FGD is done! I'd like to thank all those that have helped me get this FGD into a more complete state. I am planning on updating this when I have more information or something to fix. So please check back as there might be an update waiting for you! There are most likely a lot of missing things and undocumented stuff. I've tried to include as much information on the entities in the help section of JACK. If anyone who was a dev of CS:CZDS and has any knowledge of any data or insights into the specifics of it, please contact me ('I have a plan') at the TWHL forum, or here on Moddb. Have fun!
1. Install JACK or an equivalent modern GoldSource editor.
2. Follow the instructions that are provided in the manual for setting up and working with JACK.
// - Added in 'ammo_bomb'. The ammo that the RCbomb tool uses.
// - Added in all of the custom gibs list from Czero for easy access.
// - Added test_effect > Leftover from early builds of the HL1 SDK.
// - Added `weaponbox`.
// - Added in "healthvalue" for func_door_rotating. Functions as an HL1 Beta wallkit health dispenser that can be set by the level designer.
// - Added in a choices section in "game_player_equip". Should make it easier to access every dispenser-able item in the game.
// - Implemented `Item_xxx` into func_breakables so they can be spawned.
// - Updated some information with the :DETAILS AND NOTES: section.
// - Fixed MonsterMaker spawnflag discription. Thanks WINDAWZ!
// - Fixed monster NPC. default value should have had quotes around it. Thanks PENGUINBOY!
// > 18/12/2021 1.1.4 'Fixin' stuff' update
// - Added flavor text and other specifications (Ammo, uses etc...) to WEAPON ENTITIES, ITEM ENTITIES and AMMO ENTITIES.
// - Added Lever sounds to 'func_button'.
// - Added zhlt_copylight to ZHLT baseclass.
// - Added a fix description for bugged bullet-proof glass within func_breakable.
// - Added and tested all trigger modes. Opens up a few useful features.
// - Added choices to 'numclip' key for all Ammo_xyz variants, includes info for what gun the ammo goes to and how many mags to fill x gun.
// - Added and new trigger modes (querytarget, viewtarget, viewconedegrees, globalstate).
// - Added zhlt_copylight to ZHLT baseclass. Because it is handy.
// - Added trigger_autosave 'use only' flag.
// - Added monster_apache 'No Wreckage' flag (Not sure if this one works though).
// - Reverted extended JACK FGD feature 'flags (Light)'.
// - Re-wrote the discription for 'weaponaccuracy' key in BaseClass 'Monster'.
// - Rewrote the descriptions for what 'lightmultiplier' does on Item_generic and Worldspawn.
// - Re-wrote the discription for 'weaponaccuracy' key in BaseClass 'Monster'.
// - Removed the rest of the 'lightmultiplier' keys from everything but item_generic and worldspawn.
// - Fixed flags 1 'monsters', 2 'no clients' on 'trigger_teleport'.
// - Fixed 'trigger_once' from having 2 'master' keys.
// - Fixed 'monster_generic' from having 2 render FX keys.
// - Fixed 'language' key in BaseClass 'Monster' to have choices.
// - Fixed 'env_sprite' from having 0.0 on the 'scale' key.
// - Fixed 'lightmultiplier' keyvalue discription in 'Worldspawn'
// - Fixed 'env_liveammoshooter' help info showing in value spot.
// - Fixed item_generic KV load order... (again).
// - Fixed the mdl error for the tripmine.
// - Fixed 'env_explosion' help info showing in value spot.
// - Fixed env_render dupe keys.
// - Set 'FX amount' key to a default '255' for convenience.
// - Switched default monster_npc model to npc_scientest model.
// - Partially renamed the door/button sounds to a non-HL1 description.
// > 8/07/2021 1.1.3 'The little things' Hotfix
// - Added flavor text and other specifications (Ammo, uses etc...) to WEAPON ENTITIES, ITEM ENTITIES and AMMO ENTITIES.
// - Added Lever sounds to 'func_button'.
// - Added zhlt_copylight to ZHLT baseclass.
// - Reverted extended JACK FGD feature 'flags (Light)'.
// - Fixed flags 1 'monsters', 2 'no clients' on 'trigger_teleport'.
// - Fixed 'trigger_once' from having 2 'master' keys.
// - Fixed 'monster_generic' from having 2 render FX arrays.
// - Fixed 'language' key in BaseClass 'Monster' to have choices.
// - Fixed 'env_sprite' from having 0.0 on the 'scale' key.
// - Fixed 'lightmultiplier' keyvalue discription in 'Worldspawn'
// - Set 'FX amount' key to a default '255' for convenience.
// - Switch monster_npc model to npc_scientest model.
// - Partially renamed the door/button sounds to a better, non-HL1 description.
// > 30/06/2021 1.1.2 'CASTLE was here' Edition
// - Added item_generic Fog fix to the :DETAILS AND NOTES: section.
// - Added some Comments from one of the LD of Ritual Entertainment, CASTLE, on BaseClase Monster keys 'Behavior' and 'Weapons' and a few other entities. As well as in the introduction.
// - Added missing materials 'None' and 'Last Material' to BaseClase 'Breakable'.
// - Added iconsprite compatibility for all point entities in the FGD (Thanks Kenny.NL for the 1-bit Pack of tiles!)
// - Added a custom version of ZHLT.FGD that includes compatibility with its own sprites to show in editor.
// - Added all items to 'item' key on 'player_weaponstrip' for easy access.
// - Added a fully working version of 'func_model_brush' into the FGD.
// - Re-added BaseClase Monster keys 'Behavior' and 'Weapons'. Having a better understanding of them.
// - Re-added the 'rescueanim' key to 'monster_hostage'. Try it out and see if you can get it to work. :)
// - Removed unwanted notes from the 1.1.1 HF release.
// - Removed Ritual Entertainments Ubertools keyvalues, they used a custom ZHLT build tool.
// - Removed 'env_particle', it seems too broken to work at the moment.
// - Rewrote discription for 'MaxRange' in entity 'worldspawn'.
// - Rewrote trigger_zipline description.
// - Rewrote some of the discriptions for BaseClase Worldspawn.
// - Rewrote the descriptions for the Path Entities.
// - Fixed a lot of format issues to do with sprites and models.
// - Fixed BaseClass 'Monster' keyvalues 'Pumped/Wander/etc' choices.
// - Fixed the Cycler entity set from showing it's help info in a a keyvalue area.
// - Moved 'fleeondanger', 'cower', 'provoke' keys from BaseClass Monster to 'monster_npc'.
// > 30/03/2021 V1.1.1 HOTFIX EDITION
// - General cleanup of .FGD.
// - Added monster_terrorist_jungle_xyz to monster_counter_terrorist_repel and monstermaker entities.
// - Added 'zhlt_embedlightmap' and 'zhlt_embedlightmapresolution' to BaseClass 'ZHLT'.
// - Added discription to monstermaker entity.
// - Added 'grenadetouch' key description to BaseClase Breakable (Wonky key but useful for realistic glass.)
// - Added spawnflag 2 and 4 to func_tank. (not sure what they actually do yet.)
// - Removed the 'preset' key from speaker entity.
// - Removed spawnflag 8 from monster_apache.
// - Removed 'UseSentence' and 'UnUseSentence' keys from BaseClass Monster.
// > 30/03/2021 V1.1
// - Added in weapon options for 'onlydamagedby' and 'notdamagedby' keyvalue in func_breakable.
// - Added 'notdamagedby' and 'grenadetouch' key to BaseClass Breakable.
// - Added choices into 'classtype' key for monsters.
// - Added 'Target X' baseclass to func_button.
// - Added 'model' key to monster_hostage.
// - Added 'idlesound', 'deathsound', 'quiet', 'firesound' and 'health' keys to monster_apache.
// - Added choices to 'particle_type' key to env_particle.
// - Added 'item' key to player_weaponstrip.
// - Added choices to monstermaker 'monster_type'.
// - Added spawnflag 16 to 'scripted_sequence'.
// - Added 'healthUpdateRate', 'healthModifier', 'UseSentence' and 'UnUseSentence' to Baseclass Monster.
// - Added 'silent' key to func_pushable.
// - Added key 'classtype' to BaseClass BaseTank.
// - Added BaseClass Targetname to trigger_usetool.
// - Added 'spawnawake' to BaseClass Monster.
// - Added all presets from CS:CZDS sentence.txt to 'speaker' entity.
// - Added description to 'deathtrigger' key for BaseClass Monster.
// - Added 'sequencename' key to item_generic.
// - Added choices to 'maptier' key in worldspawn.
// - Added 'bodygroup' key to BaseClass gibshooterbase.
// - Added 'immediate' key to trigger_camera.
// - Added 'gagged' key to monstermaker.
// - Rewrote descriptions for func_breakable to include the above mentions in 'onlydamagedby' and ' notdamagedby' keyvalue.
// - Rewrote descriptions for 'tooltarget' key to include how target_info is used to get proper angle.
// - Rewrote descriptions for env_particle 'vis point' to mention that it takes a target_info.
// - Rewrote descriptions for worldspawn's 'maptier' key to mention AI changes.
// - Fixed aiscripted_sequence 'm_iszPlay' and 'm_iszEntity' key from showing its help info.
// - Fixed ambient_generic 'message' from showing help its info.
// - Fixed trigger_endsection 'section' key from showing its help info.
// - Fixed cycler 'model' key from showing help info.
// - Fixed 'explosion' values. 'directed' now displays proper behaviour.
// - Fixed 'target' keyvalue dupes on trigger_changekeyvalue.
// - Fixed func_button dupe 'target' keys.
// - Fixed 'spawn' on func_breakable from showing '0' instead of 'none'.
// - Fixed env_glow display name mistake.
// - Fixed item_generic not have a target or targetname.
// - Removed a '!NOTE!' tag from something that did not need it.
// - Removed func_hostage_rescue (doesnt exist in this game).
// - Removed 'default' key from BaseClass Monster (Im just dumb).
// - Removed 'toolset' key on trigger_usetool (Obsolete).
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Nice work!!!
Thanks! I hope you enjoy it!
I hope Valve releases CZDS SDK.
It's possible???
It should be possible, as they updated the game to add cut mission in 2004. But, I don't think they will now.
For now, all we can do is mod what is there.
Yes, those objects do exist, and they have terrorist versions. But they seem to share the same features as the regular monster_xx_xxx_mp5 objects.
I'll put them into the new update that's coming soon with a quick level.
New Attributes:healthUpdateRate,healthModifier,notdamagedby,spawnawake
How did you and your friends find these unused attributes???
Well, I have the decompiled code from the game. It's super broken and you can't read most of the information, but the attributes (keyvalues) are very easy to find and add. If they work or not is something I can't always guarantee, that's why there are a lot of missing ones in the actual FGD "Notes section".
I'm trying to get in contact with Valve so that they can provide me with the actual files (.DEF because Ritual Entertainment used UberTools to make CS:CZDS) to make a 100% correct FGD file.