Smod English FAQ
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English Version FAQ
Version: 35a
by Vergeh
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Table of Contents
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I) About
II) Initial Configurations
III) Original Weapon Revisions
IV) Additional Weapons Explained
V) Console Commands
VI) Special Maps
VII) Points of Interest
VIII)Appendix
IX) Version History
X) Technical Jargon
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I) About:
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About smod: smod is the most customizeable single and multiplayer coop mod out
there. It adds a wide array of dimensions to the single player experience:
- A wide variety of new weapons and physics toys
- Enhanced visual effects
- Bullet Time!
- More resourceful and well-armed enemies to challenge you
- Combine soldiers can be set to use energy-based riot shields
- More enemies in more strategic locations
- Allied troops on plenty of maps mean you don't have to wait until the
last chapter for squad-based combat.
- Scalable gore and ragdoll phsyics
- New enemies such as the attack drone, tougher combines, and optically
camouflaged troops.
- Citadel Stalkers now combat-ready
This FAQ was originally written for smod version 34c
About this FAQ: I used a literal translation of the version 34c FAQ as a
template of sorts, and added upon it based on my own experiences delving into
the technical tweaks of this fabulous mod.
All credit for the command list goes to the smod team and the original FAQ's
Author. I'm not trying to hog any glory here, I just know how little you get
out of the mod without knowing how to unlock its true potential.
The Original Japanese FAQ can be found bundled with their latest release at the
team's geocities release page.
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II) Initial Configurations
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a: Bind your keys
-------------------------------------------
When you first get into this mod, open up the options menu and go to
configure controls. The first thing you should notice are four unbound keys
at the top of the menu. The two big ones you need to worry about are Gordon
Kick, and Bullet Time. They're surprisingly handy, so keep both of them on
easily accessible keys. Iron Sights is another important one (as the mod makes
use of even the original weapons' iron sights), and Drop Primary is there merely
if you need it.
Kick is great in a pinch, and is perfect for taking out those pesky
headcrabs when they get in your way, or knocking a heavy object out of your way
(or into the face of an opponent). There's even a 'secret move' of sorts. Tap
the kick button rapidly for a few seconds (quickly enough that gordon's knee
stays up in the air) then release it, and a pulse rifle grenade appears hovering
in midair. Kick it again to send it flying. This move's much easier to do in
Bullet Time.
Bullet Time is spectacular. Not only does it make time pass slower and
bullets dodgeable, but it also produces some truly stunning visual effects. BT
runs on aux power, so use the 'sv_infinite_aux_power 1' cheat if you feel like
making things super-easy.
b: Set Performance (*=default)
-------------------------------------------
This mod really pushes the Source engine to the limit. As such, it can
run slowly on even high-end machines. There are three settings configs that come
included with the mod. If you feel ambitious, open up the cfgs and tweak the
settings as you see fit. The three performance cfgs are as follows:
exec performance_highperf.cfg - Lowest settings for lowest-end PCs. Disables a
lot of the really cool bullet time effects, but you're better off simply
lowering the gore level if you're that desperate to up your framerate.
exec performance_recomm.cfg - Recommended settings. Adds the bullet time
effects, and adds more lighting effects. These effects use static
lighting as opposed to rendered dynamic lighting.
*exec performance_highspec.cfg- Highest settings. And I mean HIGH. Ragdolls
function as moveable props and don't disappear (they also get in your
way a lot. Type 'ragdoll_collision_type 9' if kicking them out of the
way gets tiresome.) The aforementioned lighting effects are done
dynamically, and the fading out of very far or very small objects is
disabled completely.
Note: These cfgs have yet to include the new motion blur effects. Type
'r_motionblur 1' to enable, and see Console Controls (t) for more details.
c: Set Gore
-------------------------------------------
Gibs Gibs Gibs...this mod has tons of them. I mean, sticking to the roof
and dropping down after a few seconds kinda gibs. And lots of blood spray to
boot. While personal taste may be a factor, the amount of gore in this game can
seriously bog down a slower machine. The three gore levels are:
exec gore_none.cfg - As you can well imagine, no blood, no gibbing.
exec gore_hl2.cfg - Similar to HL2's typical gore settings.
*exec gore_extreme.cfg - Excessive gore. The biggest complaint about this mod
was that is was perhaps a bit too gib-happy. Setting npc_gibhealth to
120 or above means corpses take more of a beating before they gib. Also,
if you're having performance issues, try setting moregore to 0. Or, if
you want even more blood, set moregore to 2.
d: Set Ragdolls
-------------------------------------------
There's nothing more satisfying than blasting a combine soldier and have
him fly back through a window, or over a railing. smod has customizeable ragdoll
physics, and comes with four presets, ranging from realistic to ridiculous:
exec ragdoll_real.cfg - Real-life body physics. Corpses drop lifelessly to the
ground, and bullets barely move them. It's hard to get the bastards out
of your way if they die in a doorway, though. They twitch, sometimes.
exec ragdoll_hl2.cfg - HL2's classic ragdoll physics.
*exec ragdoll_smod.cfg - Slightly more exaggerated ragdolls. These also twitch.
exec ragdoll_funny.cfg - One word best describes this setting: "Wheeee!" If
you've ever wanted to hit someone from an upward angle and have him
cartwheel across the map, bowling over other enemies as he does so, this
is the setting for you.
e: Set Difficulty
-------------------------------------------
What good is a myriad of destructive weapons and neat abilities if
you're fighting the same old wussy combines? Aside from the tweaks the standard
options will make, there's a variety of special difficulty features that add
a lot more depth to the game.
exec level_easy.cfg - Wimpy. Squad members are nearly invincible and have
deadly aim. Combine troops can't hit the broad side of a barn, and use
their weapons sparingly.
exec level_hl2.cfg - All the difficulty features are disabled. Squad members
are immune to friendly fire. If you want it harder without any of the
fancy stuff, set the difficulty up in the options menu.
*exec level_smod.cfg - Odd settings. You can kill your own squad members, and
combine troops may spawn randomly with powerful riot shields that can
take a pummeling. Both squad members and enemies have normal aim, but
the combines will use more prolonged bursts of fire. Not necessarily
harder than normal, just...different.
exec level_hard.cfg - Now we're having fun. Your companions have crappy aim,
and will turn on you if you shoot them too much. Enemies are a little
less trigger-happy in this one, and have the same anount of accuracy.
Riot shields appear with more frequency. Recoil on your guns will throw
off your aim something fierce in this mode, and every so often, you'll
come across red-tinted 'gappoi,' combine and CPs with increased health.
They can take a sniper shot to the head and keep on coming.
Note: Just for fun, I made an 'extreme' difficulty setting. Check out Appendix a
if you're looking for a challenge!
f: Set DirectX Version
-------------------------------------------
Some of the advanced effects will cause game crashes on lower versions
of DirectX, and thus are disabled by default. They rule, so turn them on.
exec screeneffect_off.cfg - For people running DirectX versions below 8.0, or
who want to save on resources.
exec screeneffect_dx80.cfg - For people running DX 8.0. Enables Motion Blur.
exec screeneffect_dx90.cfg - For DirectX 9.0 and above. Enables Motion Blur,
special Bullet Time effects, and Zoom Lens effects.
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III) Original Weapon Revisions
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weapon_crowbar The old staple of the series has a new twist. The
alternate fire allows you to throw the crowbar, dealing
a fair bit of damage. The crowbar gives off sparks to
enable you to find out where it landed. Must be picked
up, as it will not automatically retrieve itself.
weapon_alyxgun Alyx's custom handgun, which was coded into the game
as a usable weapon and promtly abandoned, has been
completed and modeled. Alternate fire changes its fire
mode. Holds more rounds than a regular pistol.
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Iv) Additional weapons explained:
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weapon_flaregun Modeled on the pistol. While it's not very good for
lighting your way, the flares it shoots will set an
organic enemy on fire, slowly killing it. Alt-fire
shoots a slower flare.
weapon_gauss Essenitally the buggy's tau cannon in a handheld form.
Primary fire shoots a wimpy bolt, secondary charges up
a blast. Gauss-jumping from HL1 is back, baby!
weapon_weapon_physlauncher Secondary fire will tag and disintegrate any
prop that's not part of the map. Primary fire
launches a copy of that tagged prop at a high velocity,
be it a cinder block, or a car. Also good for clearing
away debris. Note that sucking up a huge item will
require some tweaking in the console for it to fire
properly. For more information, see Console Commands (i)
weapon_physgun This grav-gun appeared in the E3 demo and the leaked
version of HL2. While it's a lot wimpier than the
regular grav gun in terms of physics power, hitting
the use key while lifting something freezes it in
place. Good for making bridges, or barricades that can't
be shoved aside.
weapon_lasergun This is one hell of a laser. Primary fire shoots a
constant beam that ignites zombies and tears through
anything and everything. Not even riot shields can
stand up to this puppy for more than a few seconds.
Alt-fire shoots a red beam that generates an explosion
on contact. Can take down a gunship in a short span.
This weapon runs off your HEV shield power, which means
you have to use it sparingly.
weapon_bananna Exploding super banana, reminiscent of the Worms series.
Primary fire tosses these bouncy, floating suckers.
Alternate fire makes the banana bunch fly apart, and
explode in a cluster-bomb effect. Perfect for clearing
out rooms.
weapon_bugspawner Generates friendly antlions. They won't attack you or
your teammates. Primary fire tosses a regular antlion,
while alt-fire tosses one of those beefy boys. Unlike
in single player, these things won't be hostile to you
either. Spawning is a little punchy, so try to only use
them in wide open areas.
weapon_stickybomb From the leaked edition of HL2. Fires sticky bombs.
Secondary fire detonates. 'nuff said.
weapon_scissor The scissors from Postal 2 make a cameo here. Primary
fire tosses a scissor that will bounce around until it
hits something fleshy. Alt fire tosses a spread of 3.
weapon_msbomb Laser tripmines. Unlike in HL1, these are fairly small,
and you can lob them onto surfaces from a distance.
weapon_lstick A lightning-throwing magic wand. When the lightning
hits a surface, it splits into 3 bolts, and those bolts
split into 3, and so on. Primary fire lobs them from the
wand, while alt fire generates them at the point where
the crosshairs are pointed.
weapon_ak47 The kalishnikov uses the same ammo pool as the Pulse
Rifle. Fairly deadly, and fairly accurate.
weapon_kar98 The KAR98 uses magnum ammo, and packs a wallop. Alt fire
uses a fairly damaging bayonet with crappy range. It's
extremely slow-firing, so make sure you've got cover.
weapon_grease The Grease Gun uses the same ammo as the SMG. It's
slower-fire, slightly more powerful, and most
importantly, it has low recoil.
weapon_abgun A handheld version of the airboat gun. Its ammo pool is
rechargeable like the airboat, but it only goes to 50.
weapon_stcannon A slow-fire disintegration beam with a surprising blast
radius, like the striders use. This puppy is good for
killing things that normally can't be killed. Be VERY
careful about using it though. It will destroy your
vehicles, and if you get caught in the blast, it may
disintegrate some of your weapons.
weapon_svd The obligatory sniper rifle. Hitting the use key while
in the scope mode makes the crosshair glow red, making
it easier to target in low-light environments.
weapon_shovel The Postal 2 shovel. This thing is a beast, and can
kill practically anything with secondary fire. A jab
to a strider's toe will bring it down. You can also
'shovel-jump' by aiming down, hitting primary fire, then
jumping.
weapon_psp One of the few weapons hand-modeled for the mod. Primary
fire shoots an exploding UMD. Secondary fire unjams the
PSP if it jams. Damage is based on your health, and
blast radius is detemined by your hev armour.
weapon_soy A box of roasted soybeans. You toss a handful, and you
can eat them afterwards. They're deadly, and fun to use.
Behold, the power of soy!
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V) Console Commands
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Commands marked with a *) will retain their values even after quitting.
a: Weapon-related
-------------------------------------------
*)infinityammo Unlimited bullets and no reload.
weapon_ar2_firerate Fire rate of the combine assault rifle.
Lower is faster.
weapon_smg_firerate Fire rate of the SMG.
physcannon_megacannon Activates the Super Gravity Gun when
set to 1.
weapon_crossbow_fastshoot Cancels reload animation for the crossbow, thus
making it fire much faster.
*)weapon_crossbow_forcesticky Allows crossbows to stick people to walls, even
when force_server_ragdoll is disabled. For more
info, see force_server_ragdoll in corpse-related
console commands.
weapon_alyxgun_firerate Alyx’s gun fire rate when set to full-auto.
maxweapons Maximum number of weapons you can carry
(0=limitless)
*)muzzledynamiclight When set to 1, muzzle flash lights the area
dynamically.
dropprimary Drops your currently held weapon.
*)weapon_mod Your weapons have harder recoil, and aiming
is less responsive while firing.
sk_plr_dmg_ak47 Damage inflicted by an AK47 shot.
sk_npc_dmg_ak47 Damage inflicted by an NPC's AK47 shot.
sk_plr_dmg_grease Damage inflicted by a greasegun shot.
sk_plr_dmg_kar98 Damage inflicted by a KAR98 shot.
sk_plr_dmg_mp5_min Minimum damage inflicted by an mp5 shot.
sk_plr_dmg_mp5_max Maximim damage inflicted by an mp5 shot.
b: Item-related
-------------------------------------------
*)itemcrate_jackintheboxmode When set to 1, headcrabs appear randomly in item
boxes. Can be any of the three kinds, even
the nasty poison ones.
c: Vehicle-related
-------------------------------------------
airboat_mountgun When set to 1, the gun is attached to the
airboat when it spawns. You must set it to 1
before you reach the map where it spawns in; it
won't do anything to an airboat that's already
on the map.
d: Antlion-related
-------------------------------------------
antlion_maker_enable When set to 0, antlions do not appear. Enjoy
Nova Prospekt.
e: Corpse-related
-------------------------------------------
*)toclientragdolltime Smod has a very clever way of handling ragdolls.
After x seconds (specified in this variable),
the corpse is 'passed off' from the server to
the client. Once a ragdoll is client-side, it
loses most of its interactivity.
*)force_server_ragdoll When set to 0, ragdolls are always client-side.
For some reason, this makes crossbow pinning
wonky, and so disables it entirely. The weapon_
crossbow_forcesticky command allows people to do
it anyway.
(Ed: Server-client commands are one of the few I couldn't really
test.)
*)ragdoll_rotIntertiaLimit_Max / Adjusts the max/min speed
*)ragdoll_rotIntertiaLimit_Min \ of ragdoll joints.
*)ragdoll_jointFrictionScale_Max / Adjusts the max/min friction
*)ragdoll_jointFrictionScale_Min \ of moving ragdoll joints.
Note: For comparison purposes, HL2’s default settings:
ragdoll_rotIntertiaLimit_Max & Min are both 0.01
ragdoll_jointFrictionScale_Max & Min are both 1.0
*)serverragdoll_playdeathpose When set to 1, NPC death animations are played.
This applies to the server-side ragdoll as well.
Ragdolls are generally not animated server-side
when they don't have to be. This variable, when
set to 1, always plays the death poses.
(Ed: I could be wrong about this one, translation was confusing)
*)ragdolltwitch If set to 1, ragdolls will sometimes twitch
after death, or when shot. Yum.
*)ragdoll_collision_type Sets the collision type of the corpses. The
default setting is 9, and corpses are tangible
to the player. Sometimes it's not easy to walk
over them, either. When set to 11, corpses do
not contact the player at all (but will still
move when kicked.) Be careful when playing with
this setting. Strange values may cause game
freezes or crashes.
*)ignore_ragdollmanager Overrides map defaults for ragdolls. Setting is
server-side only. After ragdolls are transferred
to the client, map defaults take over.
(Ed: Again, could be mistaken. Not sure, never having hosted
a server.)
f: NPC-related
-------------------------------------------
*)npc_gibhealth Amount of damage a corpse takes before gibbing.
Higher value means corpses are harder to gib.
*)npc_togib When set to 0, everything is ungibbable.
npc_hate_gordon When set to 1, all NPCs are hostile.
Note: NPC weapon settings take effect on next map load.
*)npc_randomize_weapon When set to 1, NPCs spawn with random weapons.
*)npc_randomize_enemies_weapon_min Lowest-value weapon which enemies spawn
with. Scroll down for list.
*)npc_randomize_enemies_weapon_max Highest-value weapon which enemies spawn
with.
Note: When max & min are equal, all spawn with the same weapon.
These settings only apply to CPs and Combine soldiers.
Combine soldiers (friend and foe) can't use handguns for some odd
reason, keep that in mind when planning your randomizing.
*)npc_randomize_citizen_weapon_min Same as above, but for Squad Members.
*)npc_randomize_citizen_weapon_max
*)npc_randomize_weapon_0-11 Designates weapons for the above
randomizer.
Default values:
npc_randomize_weapon_0 weapon_pistol
npc_randomize_weapon_1 weapon_smg1
npc_randomize_weapon_2 weapon_shotgun
npc_randomize_weapon_3 weapon_smg1
npc_randomize_weapon_4 weapon_ar2
npc_randomize_weapon_5 weapon_lasergun
npc_randomize_weapon_6 weapon_ak47
npc_randomize_weapon_7 weapon_kar98
npc_randomize_weapon_8 weapon_grease
npc_randomize_weapon_9 weapon_mp5
npc_randomize_weapon_10 weapon_svd
npc_randomize_weapon_11 weapon_rpg
Notes: When max & min are set to -1, all enemies are unarmed.
They become neutral unless they do not use standard weapons.
When citizen randomizations are set to -1, all spawn unarmed.
They become useless as squad members.
*)extreme_strong_gappoi When set to 1, special Combines or CPs appear
randomly. These will be red-tinted, and
extremely hard to kill.
*)npc_ffretaliation Toggles whether or not an ally will go hostile
when attacked.
*)moregore Intensifies gore.
1: Blood spurts, splashes and sounds.
2: Blood flies around excessively.
*)bloodpool When set to 1, blood spreads along the
surface of the water.
*)enemies_weaponskill Adjusts the skill level of the enemies
that use standard guns (Combine & CP)
-1 Major inaccuracy
0 Default accuracy
1 Perfect aim
*)companion_weaponskill Adjusts the skill level of allies.
-1 Major inaccuracy
0 Default accuracy
1 Perfect aim
*)npc_damagefilter When set to 0, friendly fire is disabled
When set to 1, friendly fire is enabled
When set to 2, allies are impervious to all
fire, even from enemies.
*)enemies_triggertime This determines how long enemies will fire in
a burst. HL2 standard is 1, which is a short,
controlled burst. Find a setting that works for
you.
*)enemies_useshield Combine and CP use energy-based riot shields.
0 or less gives them no shield. 1 or more equips
a shield. The higher the number, the lower the
frequency of shield-equipped Combines.
*)enemies_grenadethrowtime The minimum interval between enemy grenade
tosses. Lower number means more grenades.
*)npc_speedmultiplier Increases the movement speed of enemies and
allies.
*)combine_hasgrenade Override the default amount of grenades every
combine carries.
(Note: For the following codes, be sure to specify the weapon your NPC spawns
with or it will be unarmed. Use the command: npc_create_equipment
[weaponname]. If you have random weapons enabled, they will spawn with
a random weapon)
npc_create npc_f_combine Creates a rebel combine unit squad member.
npc_create npc_f_kleiner Creates a Dr. Kleiner squad member.
npc_create npc_f_monk Creates a Father Grigori squad member.
npc_create npc_f_turret_floor Creates a friendly tripod turret.
npc_create npc_combine_ace Creates a Combine Ace.
npc_create npc_houndeye Creates a Houndeye from HL1.
npc_create npc_kscanner Creates a Killer Scanner. These are essentially
highly resilient Scanners armed with lasers.
npc_create npc_combine_e Creates a Combine Elite.
npc_create npc_combine_c Creates a Combine unit in optic camouflage.
npc_create npc_kheadcrab Creates a kamikaze headcrab.
npc_create npc_stalker Creates a Citadel stalker with laser vision.
g: Turret settings
-------------------------------------------
npc_f_turret_floor_stabilize_angle Tilt angle at which friendly turret
fails.
npc_turret_floor_firerate Hostile turret rate of fire.
npc_f_turret_floor_firerate Friendly turret rate of fire.
h: smod Weapon spawn codes
-------------------------------------------
give weapon_flaregun Flare Gun
give weapon_gauss Gauss Rifle
give weapon_weapon_physlauncher Stuff Launcher
give weapon_bananna Banana Bomb
give weapon_bugspawner Bug Spawner
give weapon_stickybomb Sticky Bomb
give weapon_scissor Scissors
give weapon_msbomb Tripmines
give weapon_ak47 AK47
give weapon_kar98 KAR98
give weapon_grease Grease Gun
give weapon_stcannon Strider Cannon
give weapon_abgun Airboat Gun
give weapon_svd SVD Dragunov
give weapon_soy Soybeans
i: Stuff Launcher settings
-------------------------------------------
physlaunch_throwforce Force with which objects are fired.
physlaunch_mass Overrides the mass of the currently scanned
object. Heavier objects will travel more slowly
but hit with a bigger punch.
physlaunch_model Model file of what will be launched. If you know
the model name, this can be used to copy an
object without using the alt-fire.
The default object is a watermelon.
physlaunch_offset Used to make the fired object spawn in further
away from the player. This is necessary when
firing huge objects, as some may get stuck in
Godron (thus trapping you), or may not spawn at
all. This value does not self-adjust.
physlaunch_class Object class of the item to be launched. Default
is prop_physics.
physlaunch_dissolveentity Toggles whether an object is also disintegrated
when it is copied.
j: E3 Phys Gun settings
-------------------------------------------
phys_gunmass Various physics tweaks for the E3 Phys Gun
phys_gunvel
phys_gunforce
phys_guntorque
phys_gunglueradius
k: Laser settings
-------------------------------------------
weapon_lasergun_damage Adjusts damage inflicted by the laser. Default
setting is pretty high.
l: Scissor settings
-------------------------------------------
weapon_scissor_damage Damage inflicted by scissors. Default is 80.
weapon_scissor_maxreflection Number of times a scissor will bounce before
disappearing. Default is 20.
weapon_scissor_speed Speed at which scissors travel.
m: SVD Dragunov settings
-------------------------------------------
*)weapon_svd_cslike When set to 1 bullet trajectory is straight. As
in CS, there is no ballistic calculation.
*)weapon_svd_easymode Eliminates hand jitter when aiming.
*)weapon_svd_handbulr_mult Changes the amount of hand jitter. Setting this
to 0 is not the same as enabling easymode, as
aiming is still slightly unresponsive.
n: Shovel settings
-------------------------------------------
weapon_shovel_swing_damage Attack power of shovel’s primary fire.
weapon_shovel_stab_damage Attack power of shovel’s secondary fire.
weapon_shovel_swing_slashdamage Shovel swings act as slashing damage, and will
cut zombies in half if aimed correctly.
weapon_shovel_float_angle Adjusts how far you have to be aiming downward
for the shovel-jump effect to be created.
weapon_shovel_floatpower Power of the lift generated by shovel.Used for
shovel-jumping.
weapon_shovel_stabpower The amount of ragdoll ‘knockback’ generated by
the shovel secondary fire.
o: PSP settings
-------------------------------------------
weapon_psp_discspeed UMD projectile speed.
weapon_psp_discdamage UMD damage.
weapon_psp_discdamageforce Knockback force from UMD blast.
weapon_psp_discdamageradius Radius of the UMD’s blast.
weapon_psp_discfixdamage Locks damage so it no longer varies with
current health.
weapon_psp_stuckchance Percent chance that the UMD will jam.
p: Bullet Time settings
-------------------------------------------
bullettimesim When set to 1, bullet time physics apply
without the HEV drain. Good for tests.
Note: Following settings apply only in bullet time.
*)bullettimesim_bulletspeed Speed of fired NPC bullets.
*)bullettimesim_playerbulletspeed Speed of fired player bullets.
*)bullettimesim_damagemultiply Player damage multiplier.
*)bullettimesim_forcemultiply Ragdoll knockback multiplier. (similar to
phys_pushscale, but applies only when bullet
time is active.)
*)bullettimesim_checkinterval Interval in seconds for which hit decision is
determined. (?)
*)bullettimesim_playeradjustspread Adjusts the inherent inaccuracy of
weapons while in bullet time.
bullettime_timescale Adjusts how slowly time passes in bullet time.
bullettime_dsptype Changes the DSP effect that warps sound when
bullet time is active.
6 Tunnels
15 Underwater
30 Low-pass filter
55 Speakers
59 Small speaker
Note: For more info, check the source engine documentation
under scripts/dsp_presets.txt
bullettime_accelmovespeed Accelerates player walk speed while in bullet
time. Works like sv_maxspeed, but applies only
when bullet time is active.
*)bullettimesim_drawtrail When set to 1, player bullet trajectory is
traced with orange lines.
*)r_drawbullettimeeffects Changes enemy bullet air distortion effects.
1: Warps bullet trail.
2: Creates warping around the bullet.
3: Both of the above.
*)r_grenadeeffect Generates a warping effect around bullet
time explosions.
1: Applies only to grenade explosions.
2: Applies to all explosions.
q: Kick settings
-------------------------------------------
*)kick_unfreezephysics Unfreezes the physics of a kicked object.
Occurs even if object is ‘welded’.
*)kick_gappoiball Toggles the kick 'supermove' on and off. See
Initial Configuration (a) for details.
r: Iron Sight settings
-------------------------------------------
*)ironsightwalkspeed Sets the movement speed while using ironsights.
Default is 1.0, which means movement is no
faster or slower.
Config files are located in the smod/scripts directory.
It’s a good idea to make a backup of the cfg before you edit it.
Using SMG1 as an example:
Open scripts/weapon_smg1.txt and find the following line:
IronSight <- Iron sight is mounted if this line exists.
{
"right" "-6.45" <- Positions the model
horizontally.
"up" "2.55" <- Positions vertically.
"forward" "-12" <- Positions on z-axis.
"fov" "-14" <- Amount of zoom when aiming.
}
Use this to fine-tune your iron sights to your liking.
In additon...
"pitch" "1" <- X-axis rotation of model
"yaw" "2" <- Y-axis rotation of model
"roll" "3" <- Z-axis rotation of model
Yaw adjustments will make many models ugly, as the viewmodels
for most of the weapons do not have a left face.
If you would like to adjust the model’s configuration outside of
the iron sight view, use the viewmodel_adjust section.
viewmodel_adjust must be set to 1 for the options below to work.
Setting viewmodel back to 0 restores the default settings.
Viewmodel commands:
viewmodel_nolag <- No drift when you turn
your view sharply.
viewmodel_r <- Horizontal positioning
viewmodel_u <- Vertical positioning
viewmodel_f <- Z-axis positioning
viewmodel_p <- Pitch
viewmodel_y <- Yaw
viewmodel_rl <- Roll
s: Crosshair settings
-------------------------------------------
-> Crosshair types:
Sets aiming device, as follows.
crosshair = 0 No crosshair
crosshair = 1 HL2 Default
crosshair = 2 Custom Colour
When set to 2, colour can be adjusted.
crosshair_r Red level (0-255)
crosshair_g Green level (0-255)
crosshair_b Blue level (0-255)
crosshair_a Transparency (255=opaque)
reticlemaxsize Max size of the reticle.
Note: About the custom cross hair
(Ed: This section was confusing, and I haven't really played with it that much.
Text may not be 100% accurate.)
The custom cross hair settings allow you to make your own crosshair.
The crosshair data to is set at the time of game starting by the fact that it
sets "crosshair_data"
Below are samples of custom crosshairs.
CS style cruciform sight
"L 0 -6 0 -2 0 -5 l -6 0 -2 0 -5 0 l 0 6 0 2 0 5 l 6 0 2 0 5 0 e"
X sight
"L -4 -4 -1 -1 -2 -2 l 4 -4 1 -1 2 -2 l -4 4 -1 1 -2 2 l 4 4 1 1 2 2 l 0 0 1 1
0 0 e"
How to make the custom cross hair
It is going to be difficult.
The center of the screen (and the aiming pinpoint of the crosshair) is 0,0. Plot
a crosshair using positive and negative XY coordinates. Use integers only (no
decimals). Max is 100.
'l' draws a line
Six parameters follow afterwards:
Start coordinate X
Start coordinate Y
End coordinate X
End coordinate Y
Portable element X
Portable element Y
In order to do a single point, use a line that is one coordinate wide or tall.
'c' draws a circle.
Four parameters follow afterwards:
Start coordinate X
Start coordinate Y
Radius
Enlargement element
'e' indicates the end of the crosshair coordinates.
t: Other settings:
-------------------------------------------
*)r_increaseparticles Increases the amount of particles that occur when a
bullet hits a wall or object.
*)fire_dynamiclight Flaming corpses emit light when set to 1.
*)smod_dynamiclight_disable When set to 1, disables all smod-related
dynamic lighting.
When set to 2, it illuminates, but not
dynamically. (Literal tralsation: 'falsely')
*)autofade_disable Disables small or far items ‘fading out’
r_screenfademinsize is a similar command, but this one
disables fadeout completely.
*)disable_loadmapadd When set to 1, disables map remodelling on restore (?)
Usually works, unless there is an invalid setting (?).
May cause the game to freeze.
(Ed: Couldn’t make much sense of this command.)
*)r_motionblur Enables motion blur in certain circumstances.
Currently occurs for:
-Shocks of explosions
-Fast vehicle speeds
-When large vibrations occur
*)r_motionblur_max Max amount of motion blur that will occur.
Low setting will cause negligible blurring.
*)r_btscreffect Generates a 'haze' around player's view in bullet time.
*)r_zoomlenseffect Snazzy lens effects when using the zoom key.
*)autosave_disable Disables autosaving completely. It can increase load
times very slightly.
playcoopmap Enables coop map play. Set to 1 before loading.
u: Player-related
-------------------------------------------
*)hl2_playerdeathcam When set to 1, player's point of view 'collapses' upon
death. There are a few glitches involved presently.
When dying in an enclosed space, the view will penetrate
objects. Sometimes, then the view collapses onto a
prop, entity, or piece of the level, the game may crash.
Use this option at your own risk.
V: NPC Configurations:
-------------------------------------------
These are some smod-exclusive entity modifications. Currently, you can only
use these when adding entities by hand during worldbuilding.
Hopefully, we'll see some custom smod levels out there.
All:
runspeedmod Multiplies the movement speed of the designated NPC.
fastdie When set to 1, the corpses of this NPC do not remain.
Scanners:
scannertype Default is 0. When set to 1, regular scanners are
replaced by 'sealed' scanners.
(I have no idea what they mean by sealed. If anyone
wants to try this out and see what changes, let
me know.)
Zombies:
headcrabless When set to 1, regular and fast zombies appear without
their headcrabs.
--------------------------------------------------------------------------------
VI) Special Maps
--------------------------------------------------------------------------------
dm_lockdown
-------------------------------------------
Objective: Escape with the doctor and the watermelon.
Mission fails if the doctor dies, or the melon breaks.
Procedure: 1. Guide the doctor to the computer room.
2. The doctor goes to the keyboard.
3. Watermelon is pulled out of the computer.
4. While protecting the doctor, carry the melon
to the exit.
obj_kinyoenta_b7
-------------------------------------------
Objective: Reclaim the captured resistance base.
Procedure: Follow the ingame objectives.
dm_underpass
-------------------------------------------
Objective: Kill all enemies (other than manhacks)
tdm_rms_titanic_[1912]
-------------------------------------------
Objective: Kill all enemies (other than manhacks)
--------------------------------------------------------------------------------
VII) Points of Interest
--------------------------------------------------------------------------------
These are interesting little features that they never really explored in the
original readme.
a: Mapadd
-------------------------------------------
There are a series of .txt files located in a folder called 'mapadd' in the
smod directory. These scripts are what give the original maps that added spice
you've noticed while playing this mod. They're fun to play around with, but be
careful when fiddling with entities that have a set origin. Weapon settings
will be overridden by randomized weapons.
b: Edible Gibs
-------------------------------------------
Walk up to a small gib and press the use key. You can break up bigger gibs with
the crowbar. (Thanks to Mr. Goodbar for letting me know how)
--------------------------------------------------------------------------------
VIII)Appendix
--------------------------------------------------------------------------------
a: Extreme Difficulty cfg
-------------------------------------------
Create a config file with these settings, or input them manually:
npc_damagefilter 0
npc_ffretaliation 1
companion_weaponskill -1
enemies_triggertime 3
enemies_useshield 1
enemies_weaponskill 1
extreme_strong_gappoi 1
enemies_grenadethrowtime 0.5
weapon_mod 1
itemcrate_jackintheboxmode 1
npc_randomize_weapon 1
npc_randomize_enemies_weapon_min 2
npc_randomize_enemies_weapon_max 11
npc_randomize_citizen_weapon_min 0
npc_randomize_citizen_weapon_max 2
Note: For some reason, Combine troops, even the friendly ones, cannot fire
handguns. They use RPGs just fine, however, so watch out.
--------------------------------------------------------------------------------
IX) Version History
--------------------------------------------------------------------------------
Version histories according to the smod team. Starts from 34c, which was the
original draft of this FAQ.
35a: Added Functions:
- The following changes have been made to the hl2_playerdeathcam
function:
-> If the cl_playermodel cannot be found, it now uses the gman as
default
-> When hl2_playerdeathcam is set to 2, it creates the designated
ragdoll upon player death.
-> Added the command: hl2_deathcam_zoffset to adjust the camera height
above the model's head.
- When gunships die, they can now create a damaging explosion. The
variable: npc_gunship_deatheffect has been created to toggle this
option. (Default is set to ON)
- Kamikaze headcrabs have been added. Spawn them with the entity
npc_kheadcrab. They have also been added to some levels.
Game Corrections:
- General improvements to game stability
- Fixed the problem with the deathcam and feigning death (I think)
- Fixed the problems with the removegroup function of some mapadd
scripts.
- Random number generation is now server-side.
Config File Corrections:
- ragdoll_real - Adjusted some parameters.
- ragdoll_enginedefault - Created this file. It's closer to the regular
Source engine defaults.
- ragdollcollide_reduce - Reduces the bounding box of the ragdoll.
- ragdollcollide_full - Full ragdoll collision mode.
Map Adjustments:
d1_canals_01
d1_canals_02
d1_town_01
d1_town_01a
d1_town_02 (Added Kamikaze Headcrabs)
d1_town_02a (Added Kamikaze Headcrabs)
d1_town_04 (Added Kamikaze Headcrabs)
d1_trainstation_06
d2_coast_05
- Added 1000 hit points to the antlion that appears just before
d2_coast_12.
- Enemy arrangement is changed slightly.
- Node information adjusted.
35: Added Functions:
- Refresh rate of sounds is adjusted while in bullet time.
- bullettime_dsptype is set to 0 by default.
- Bullet Time sound effects have been replaced by custom ones. These
can be enabled and disabled using the bullettimesim_replace_se option.
- Added the playcoopmap option. Must be enabled for coop play.
- hl2_playerdeathcam option enabled. It's still glitchy though.
- autosave_disable added. It disables autosaving (duh).
- Added player damage variables for the AK47, mp5, greasegun and KAR98.
Game Corrections:
- Corrected glitch when duplicating turrets with the stuff launcher.
- Optimized the reading of mapadd files.
- Fixed 'bad string' load error due to a misplaced 'meat' entity.
(I think they're referring to the dangling dead bodies in Ravenholm)
- Reskinned the meat ragdolls from the original props.
- Optimized ragdoll processing.
- Corrected various game crashes.
- Changed turret's bullet time tracer entities from pistol to pulse
rifle.
34g: Added Functions:
- Adjustable walking speed while using ironsights.
- Added 'ironsightwalkspeed' function.
Game Corrections:
- Corrected bullet time ending while mounting a vehicle.
34f: Game Corrections:
- Corrected problem with NPCs firing lasers improperly.
- Corrected problems with weapons auto-switching upon pickup while
firing (?)
- Corrected problems with the PSP sometimes crashing the game.
- Corrected motion blur problems in the airboat
- Removed unnecessary hltv code.
- Increased battery capacity for bullet time.
- Modified the NPC-fired machine guns.
- Corrected problem with bullet time ending while mounting the buggy.
Reworked maps:
- d2_coast_01
- d2_coast_04
- d2_prison_01
34e: Game Corrections:
- Fixed problem with NPCs using the pulse rifle freezing up.
- Changed the HUD.
34d: Added Functions:
- All chapters are automatically unlocked. Can choose to start at any
point when selecting new game.
- Added DirectX configs, that enable and disable functions depending on
which version of DirectX you have (as certain functions need Dx8 or
Dx9). Though, if you have Half-Life installed, you should really be
using DirectX9 anyway.
Game Corrections:
- Various texture fixes.
- Fixed problem where bleeding corpses sometimes don't stop.
- Fixed blood spatter texture transparency problem.
- Wierd texture colour glitches improves (still a little off).
- Modified pulse rifle bullet time effects.
- Changed enemy sniper physics while in bullet time.
- Fixed problem with Civil Protection not equipping shields.
- Improved shield functionality.
- Decreased probability of shield fragments being left behind (?)
- Cleaned up bullet time effects when using DirectX 8.0.
- Improved precaching procedure.
- Corrected problems with ammo indication.
- Corrected ak47 damage calculation glitches.
- Corrected 'laggy' ak47 recoil animation.
- Fixed problems with bizarre custom crosshairs when in widescreen mode.
- Corrected Gauss Gun secondary fire still working with no ammo.
- Corrected line in performance_highspec.cfg which left grenade effects
low.
--------------------------------------------------------------------------------
X) Technical Jargon
--------------------------------------------------------------------------------
English Version FAQ:
Translated & recompiled by Vergeh
With help from WorldLingo’s online translator.
Please feel free to distribute the link this FAQ, but please clear it with me
if you're going to host elsewhere.
Original Japanese FAQ courtesy of the smod team.
I claim no credit for contributing to this mod,
and am merely a translator, etc etc.
(Ed: Original Japanese FAQ legalese follows.)
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