[spoiler] 
 objects 
 { 
 // Engineer Objects  OBJ_SENTRYGUN 
 { 
 ClassName			obj_sentrygun 
 StatusName			"#TF_Object_Sentry" 
 BuildTime			10 
 MaxObjects			1 
 Cost				1 30 
 CostMultiplier		1 
 UpgradeCost			200 
 UpgradeDuration		1.5 
 MaxUpgradeLevel		0 
 BuilderWeaponName	"Sentry Gun" 
 BuilderPlacementString	"Place on ground" 
 SelectionSlot		5 
 SelectionPosition	0 
 SapperAttachTime	0.0 
 IconActive			obj_sentrygun 
 IconInactive		obj_sentrygun 
 I conMenu		hud_menu_sentry_build 
 UseItemInfo		1 
 Viewmodel			"models/weapons/v_models/v_toolbox_engineer.mdl" 
 Playermodel			"models/weapons/w_models/w_toolbox.mdl" 
 DisplayPriority		4 
 HudStatusIcon		"obj_status_sentrygun_1" 
 VisibleInWeaponSelection 0 
 ExplodeSound		"Building_Sentry.Explode" 
 ExplodeEffect		"ExplosionCore_buildings" 
 MetalToDropInGibs	60 
 UpgradeSound		"Buildin g_Sentrygun.Built" 
 BuildCount		1 
 } 
 OBJ_DISPENSER 
 { 
 ClassName			obj_dispenser 
 StatusName			"#TF_Object_Dispenser" 
 BuildT ime			20 
 MaxObjects			1 
 Cost				100 
 CostMultiplier		1 
 UpgradeCost			200 
 UpgradeDuration		1.5 
 MaxUpgradeLevel		0 
 Builder WeaponName	"Dispenser" 
 BuilderPlacementString	"Place on ground" 
 SelectionSlot		5 
 SelectionPosition	1 
 SapperAttachTime	0.0 
 IconActive			obj_dispenser 
 IconInactive		obj_dispenser 
 I conMenu		hud_menu_dispenser_build 
 UseItemInfo		1 
 Viewmodel			"models/weapons/v_models/v_toolbox_engineer.mdl" 
 Playermodel			"models/weapons/w_models/w_toolbox.mdl" 
 DisplayPriority		3 
 HudStatusIcon		"obj_status_dispenser" 
 VisibleInWeaponSelection 0 
 ExplodeSound		"Building_Dispenser.Explode" 
 ExplodeEffect		"ExplosionCore_buildings" 
 MetalToDropInGibs	50 
 UpgradeSound		"Buildi ng_Sentrygun.Built" 
 BuildCount		1 
 } 
 OBJ_TELEPORTER 
 { 
 ClassName			obj_teleporter 
 StatusName			"#TF_Object_Tele" 
 BuildTi me			20 
 MaxObjects			1 
 Cost				125 
 CostMultiplier		1 
 UpgradeCost			200 
 UpgradeDuration		1.5 
 MaxUpgradeLevel		0 
 BuilderW eaponName	"Teleporter" 
 BuilderPlacementString	"Place on ground" 
 SelectionSlot		5 
 SelectionPosition	2 
 SapperAttachTime	0.0 
 IconActive			obj_teleporter_entrance 
 IconInactive		obj_tele porter_entrance 
 IconMenu		hud_menu_tele_entrance_build 
 SolidToPlayerMovement	1 
 UseItemInfo		1 
 Viewmodel			"models/weapons/v_models/v_toolbox_engineer.mdl" 
 Playermodel			"models/weapons/w_models/w_toolbox.mdl" 
 DisplayPriority		2 
 HudStatusIcon		"obj_status_tele_entrance" 
 VisibleInWeaponSelection 0 
 ExplodeSound		"Building_Teleporter.Explode" 
 ExplodeEffect		"ExplosionCore_buildings" 
 MetalToDropInGibs	60 
 UpgradeSound		"Build ing_Sentrygun.Built" 
 BuildCount		1 
 AltModes 
 { 
 AltMode0 
 { 
 StatusName	"#TF_Object_Tele" 
 ModeName	"#TF_Teleporter_Mo de_Entrance" 
 IconMenu	hud_menu_tele_entrance_build 
 } 
 AltMode1 
 { 
 StatusName	"#TF_Object_Tele" 
 ModeName	"#TF_Telepo rter_Mode_Exit" 
 IconMenu	hud_menu_tele_exit_build 
 } 
 } 
 } 
 OBJ_ATTACHMENT_SAPPER 
 { 
 ClassName			obj_attachment_sapper 
 S tatusName			"Object Sapper" 
 BuildTime			0.1 
 MaxObjects			-1 
 Cost				0 
 CostMultiplier		1 
 UpgradeCost			0 
 UpgradeDuration		0 
 MaxUpgradeLevel		0 
 BuilderWea ponName	"Object Sapper" 
 BuilderPlacementString	"Place on object" 
 SelectionSlot		1 
 SelectionPosition	0 
 SapperAttachTime	0.0 
 IconActive			obj_attachment_sapper 
 IconInactive		obj_attach ment_sapper 
 IconMenu			hud_menu_tele_entrance_build 
 UseItemInfo		0 
 Viewmodel			"models/weapons/v_models/v_sapper_spy.mdl" 
 Playermodel			"models/weapons/w_models/w_sapper.mdl" 
 DisplayPriority		1 
 HudStatusIcon		"obj_status_sapper" 
 VisibleInWeaponSelection 1 
 autoswitchto		1 
 ExplodeSound		"Weapon_Sapper.Removed" 
 ExplodeEffect		"ExplosionCore_sapperdestroyed" 
 MetalToDropInGibs	10 
 U pgradeSound		"Building_Sentrygun.Built" 
 BuildCount		1 
 } 
 }
Добавлено (28.10.2010, 13:47)
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но недумаю что тебе ето поможет