[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