 ___             ___               0.1.2.0
(_   _/'_/'_  _ (_      /_ '  _ _/ 
/__/)// //(-_)  /__)(/)((///)(-(/  
		    /
A tutorial by Alistaire



___________________
\/ Info entities \/
 '''''''''''''''''

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\Info_T\

Name:				[Info_T
Description:			[A team1 spawnpoint which can be triggered

/Includes/

Info_T @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which can be used to trigger spawnpoint's state (true/false)
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[This does actually nothing, since you aren't able to see the spawnpoint

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\Info_CT\

Name:				[Info_CT
Description:			[A team2 spawnpoint which can be triggered

/Includes/

Info_CT @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which can be used to trigger spawnpoint's state (true/false)
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[This does actually nothing, since you aren't able to see the spawnpoint

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\Info_VIP\

Name:				[Info_VIP
Description:			[A VIP spawnpoint which can be triggered (but actually isn't necessary, since VIP's don't respawn after death, and don't exist in modes other than standard

/Includes/

Info_VIP @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which can be used to trigger spawnpoint's state (true/false)
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[This does actually nothing, since you aren't able to see the spawnpoint.

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\Info_Hostage\

Name:				[Info_Hostage
Description:			[A hostage spawnpoint which can be triggered (but actually isn't necessary, since hostages don't respawn after death or before another round). It spawns hostages, which can be used by CT's in standard mode to win a round by leading them to an Info_Rescuepoint

/Includes/

Info_Hostage @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which can be used to trigger spawnpoint's state (true/false)
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[This does actually nothing, since you aren't able to see the spawnpoint. It doesn't rotate the hostages either, what most people might think
Look:				[This changes the looks of the hostage. It changes nothing to the overall gameplay

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\Info_RescuePoint\

Name:				[Info_RescuePoint
Description:			[A hostage rescuepoint which can be triggered by other entities. If all (living) hostages on the map are rescued, the round goes to the CT. It only works in the standard mode

/Includes/

Info_RescuePoint @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which can be used to trigger rescuepoint's state (true/false)
Trigger:			[It can't trigger other entities in the editor or in lua

----------
\Info_BombSpot\

Name:				[Info_BombSpot
Description:			[A place where bombs can be placed in standard mode. After a T places a bomb, CT's must defuse it

/Includes/

Info_BombSpot @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which can be used to trigger bomspot's state (true/false)
Trigger:			[It can't trigger other entities in the editor or in lua
Explosion Range:		[Radius in pixels of the explosion caused by an exploding bomb. Bomb explosions ignore every kind of wall

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\Info_EscapePoint\

Name:				[Info_EscapePoint
Description:			[A place where VIP's must go to let CT's win a round in standard mode

/Includes/

Info_EscapePoint @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which can be used to trigger EscapePoint's state (true/false)
Trigger:			[It can't trigger other entities in the editor or in lua

----------
\Info_Animation\

Name:				[Info_Animation
Description:			[This entity can create an animation on a tile (by rushing through tiles in your tileset)

/Includes/

Info_Animation @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which can be used to trigger if the animation plays or not
Trigger:			[It can't trigger other entities in the editor or in lua
Start Tile/Frame #:		[You can pick a tile from your tileset and place it under the entity. Place the tile's number and place it here to make the animation start with this tile
End Tile/Frame #:		[You can pick a number from your tiles in your tileset (or any number you want) as last used tile in the animation
Anim. Speed (ms):		[Sets the timeout between changing tiles

/Extra Info/

Info:				[This entity is used to make clocks or "changing" tiles, such as glowing lights WITHOUT use of the Env_Sprite's Rot. Speed option.
Help:				[To use this entity, you can add number tiles to your tileset and make the timeout between two tiles 1000ms. This way you've created your own clock

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\Info_Storm\

Name:				[Info_Storm
Description:			[This entity makes Gen_ entities' generated effects get "blown" in a certain direction

/Includes/

Info_Storm @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the storm
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[Change the storm's direction so effects get blown in another direction
Storm Speed:			[Change the storm's "power". If you set a really high Storm Speed, effects might even disappear from the map

/Extra Info/

Info:				[You can't use multiple storms at the same time. This means you are able to trigger storms after each other, but the last triggered storm ONLY works.

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\Info_TileFX\

Name:				[Info_TileFX
Description:			[This entity makes specific tiles do something (scroll, "wave")

/Includes/

Info_TileFX @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the assigned tile effects
Trigger:			[It can't trigger other entities in the editor or in lua
Tile/Frame #:			[Choose which tile you want to assign the current effects to
Effect:				[Effect to be assigned to the chosen tile
Scroll X:			[If you choose Effect: Scrolling you can choose the x speed the tile has to scroll
Scroll Y:			[If you choose Effect: Scrolling you can choose the y speed the tile has to scroll

/Effect:/

Scrolling			[Makes the chosen tile scroll (assign speed with Scroll X and Scroll Y)
Distortion 1			[Makes pixels on the chosen tile circle around lightly
Distortion 2			[Makes pixels on the chosen tile circle around
Distortion 3			[Makes pixels on the chosen tile circle around heavily
Waves 1				[Causes little "waves" to appear on the chosen tile
Waves 2				[Causes "waves" to appear on the chosen tile
Waves 3				[Causes big "waves" to appear on the chosen tile

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\Info_NoBuying\

Name:				[Info_NoBuying
Description:			[This entity disallows players to open the buy menu at their spawns.

/Includes/

Info_NoBuying @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if buying is allowed or not
Trigger:			[It can't trigger other entities in the editor or in lua

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\Info_NoWeapons\

Name:				[Info_NoWeapons
Description:			[This entity disallows players to spawn with an USP or Glock at the beginning

/Includes/

Info_NoWeapons @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if starting weapons are allowed or not
Trigger:			[It can't trigger other entities in the editor or in lua
Remove:				[Checking the "Remove old weapons" checkbox will make the entity remove people's weapons at end of round

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\Info_NoFOW\

Name:				[Info_NoFOW
Description:			[This entity makes a 3x3 area visible if FOW is on

/Includes/

Info_NoFOW @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the anti-FOW area
Trigger:			[It can't trigger other entities in the editor or in lua

/Extra Info/

Info:				[In version 0.1.1.9 of Counter-Strike 2D, you need any of these entities to "enable" this entity:
				[	-  Env_Sprite (with "Sprite covers pl." checkbox Enabled)
				[	-  Env_Image (with "Image covers pl." checkbox Disabled)
				[	-  Func_Dynwall (with "Behavior" = "Floor+Tile Behavior")
				[Else it won't work.

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\Info_Quake\

Name:				[Info_Quake
Description:			[Causes an earthquake-like shaking screen when triggered

/Includes/

Info_Quake @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the shake effects
Trigger:			[It can't trigger other entities in the editor or in lua
Quake Power:			[Intensity of the quake

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\Info_CTF_Flag\

Name:				[Info_CTF_Flag
Description:			[A Capture the Flag-flag which can be taken by members of the opposite team and brung to their flag. Allowed gamemodes are: Standard, Team Deathmatch, Construction, Zombie

/Includes/

Info_CTF_Flag @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the existence of the flag
Trigger:			[It can't trigger other entities in the editor or in lua
Flag Type:			[Used to set the team of which the flag belongs to

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\Info_OldRender\

Name:				[Info_OldRender
Description:			[The entity was formerly used to make a map able to be used in former versions of Counter-Strike 2D. It has no use at the moment, because most people update their clients

/Includes/

Info_OldRender @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name
Trigger:			[It can't trigger other entities in the editor or in lua

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\Info_Dom_Point\

Name:				[Info_Dom_Point
Description:			[A flag which can be dominated by a team, if members of the other team are out of it's radius

/Includes/

Info_Dom_Point @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the existence of the flag
Trigger:			[It can trigger every other entity in the editor or in lua
Ini. State:			[To which team the flag belongs in the beginning
Min Pl.:			[Ammount of players of an opposite team needed to dominate the flag

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\Info_NoBuildings\

Name:				[Info_NoBuildings
Description:			[Creates an area which can't be BUILD on (you can place building in the area while editing the map)

/Includes/

Info_NoBuildings @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the existence of the no-building area
Trigger:			[It can't trigger other entities in the editor or in lua
X Tiles \ Area Width:		[Area width in tiles
Y Tiles \ Area Height:		[Area height in tiles
Mines/Portals:			[Checkbox which, if checked, allows portals and mines to be build in the area

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\Info_BotNode\

Name:				[Info_BotNode
Description:			[A point which will first be checked by bots before doing other things if triggered

/Includes/

Info_BotNode @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the existence of the bot checkpoint
Trigger:			[It can't trigger other entities in the editor or in lua

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\Info_TeamGate\

Name:				[Info_TeamGate
Description:			[Creates an area which can't be passed by T's, CT's or both

/Includes/

Info_TeamGate @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if the teamgate is true or false
Trigger:			[It can't trigger other entities in the editor or in lua
X Tiles \ Area Width:		[Area width in tiles
Y Tiles \ Area Height:		[Area height in tiles
Let Pass:			[Check which of the teams you want to be able to pass the teamgate
Don't Kill:			[You can choose what players won't be killed by the teamgate
	-Flag Carrier		[Don't kill players with a flag
	-Bomb Carrier		[Don't kill terrorists with a bomb
	-Defuse Kit Carrier	[Don't kill counter-terrorists with a defusekit
	-VIP			[Don't kill counter-terrorist VIP's
	-Gas Mask Wearer	[Don't kill players with a gas mask
	-Night Vision Wearer	[Don't kill players with night vision


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\Info_NoWeather\

Name:				[Info_NoWeather
Description:			[Creates an area where no weather effects will occur

/Includes/

Info_NoWeather @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if weather doesn't show up
Trigger:			[It can't trigger other entities in the editor or in lua
X Tiles \ Area Width:		[Area width in tiles
Y Tiles \ Area Height:		[Area height in tiles



__________________
\/ Env entities \/
 ''''''''''''''''

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\Env_Item\

Name:				[Env_Item
Description:			[An entity which spawns a weapon under certain circumstances

/Includes/

Env_Item @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if items are spawned
Trigger:			[It can't trigger other entities in the editor or in lua
Item ID:			[ID of the item spawned (there's a list to choose with weapon names)
Spawn:				[Under which circumstances the chosen weapon will spawn
X (Sec):			[If Spawn: Every X Sec. is checked, this will tell the entity what the delay between two spawning weapons is, after the weapon has been picked up from the ground.

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\Env_Sprite\

Name:				[Env_Sprite
Description:			[This entity shows an image (sprite) in a chosen form, on a chosen tile.

/Includes/

Env_Sprite @ x|y		[Shows entity type (and x+y cordinates in tiles), and the tile where the image's upperleft corner is when the image's X and Y cordinates aren't changed.
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if the image is shown
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[Rotation of the chosen image (in 360 degrees)
Sprite covers pl.		[This image covers a player if the checkbox is checked. It also covers: Tiles, Invisible dynamic walls and Other images (if the image is the last placed)
Hide if Nightvision is on	[If the checkbox is checked, the image will be invisible when a player has nightvision triggered on
Image File:			[Enter the filepath of the image you want to use, or search it through the menu
X Size:				[Length (X) of the image in pixels
Y Size:				[Heigth (Y) of the image in pixels
X Offset:			[How far the image is away from the entity horizontally in pixels
Y Offset:			[How far the image is away from the entity vertically in pixels
Transp. (0.0-1.0):		[Transparency of the image (0.0 is 100% transparant, 1.0 is 0% transparant)
Color:				[RGB color system to "color" your image
Blend Mode:			[You can choose an effect for the image here
	-Solid			[Means the image is shown just like it would in any image viewer
	-Masked			[Means you can use the mask (0,2,4) function to mask a color in the image
	-Light			[Means every color other than the tileset's first color will show a lighter part on the image
	-Shade			[Means every color other than the tileset's first color will show the image "grayscale"(but reversed (so black means visible, white means invisible))
	-Auto			[Means the game chooses a style for the image
	-Grayscale		[Means the image is in grayscale. White means visible and black means invisible. Also works with colored images: Lighter colors are visible, darker colors invisible
Rot. Speed:			[Rotation speed of the image. If you don't fill in anything, the image isn't moving. You can also use 0.1, 0.01, 0.001 and further for this option
(FX Mode:)			[Used to make old maps compatible with the newer versions of Counter-Strike 2D. It doesn't do anything in newer versions
(Mask (0,2,4):)			[If you have an image with 100% blackness in it, set (Mask (0,2,4):) 4 to make the black parts disappear

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\Env_Sound\

Name:				[Env_Sound
Description:			[This entity plays a sound under certain circumstances

/Includes/

Env_Sound @ x|y			[Shows entity type (and x+y cordinates in tiles), and the source of the chosen sound
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if the sound is played
Trigger:			[It can't trigger other entities in the editor or in lua
Sound File:			[Enter the filepath of the sound you want to use, or search it through the menu
Volume (0.0-1.0):		[How loud the music or sound will play. 1.0 means it plays on normal sound, lower is a lower volume, higher is a higher volume. You can set it as high as you want
Play:				[If the checkbox is checked, the sound will not play untill it s triggered. Normally it plays till it's triggered
Loop:				[If the checkbox is checked, the sound will only play once when triggered
Location:			[If the checkbox is checked, the sound will play everywhere as loud as the volume (0.0-0.1) option is set

----------
\Env_Decal\

Name:				[Env_Decal
Description:			[This entity shows an image from the decals

/Includes/

Env_Decal @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if the decal shows up
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[The rotation of the decal, just like it works at Env_Sprite
Decal Frame:			[Which decal shows up. It goes from 0-35
Color:				[Color of the decal
Transp. (0.0-1.0):		[Transparency of the decal (0.0 is 100% transparant, 1.0 is 0% transparant)

----------
\Env_Breakable\

Name:				[Env_Breakable
Description:			[This entity creates a triggerable tile which can be destroyed by damage

/Includes/

Env_Breakable @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger if the breakable tile is true or false. When you trigger the breakable, it also triggers what it is meant to trigger
Trigger:			[It can trigger other entities when it's state changes (true/false)
Tile/Frame #:			[Tileset tile number. Which tile you want the breakable to be (what it looks like)
Health:				[Ammount of health the breakable has when it's state is true
Material:			[Which "material" is "used". What sound the game plays when the entity is hit
Explode:			[If checked, the entity creates an explosion when the breakable has been destroyed
Explosion Range:		[Radius of the explosion (in pixels)
Explosion Power:		[How much damage the explosion does at the center
Shadow Type:			[What kind of shadow is shown at the breakable
Transp. (0.0-1.0):		[Transparency of the chosen tile for the entity (0.0 is 100% transparant, 1.0 is 0% transparant)

----------
\Env_Explode\

Name:				[Env_Explode
Description:			[An entity which creates an explosion when triggered or when walked on

/Includes/

Env_Explode @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which is used to trigger the explosion
Trigger:			[It can trigger other entities when walked on with checkbox "movement" on
Explosion Range:		[Radius of the explosion (in pixels)
Explosion Power:		[How much damage the explosion does at the center
Movement:			[When checked, it means the explosion occurs when walked on the entity. This way the entity works just like a trigger_move

----------
\Env_Hurt\

Name:				[Env_Hurt
Description:			[An entity which either heals or damages you every second or every tile you walk

/Includes/

Env_Hurt @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers the state of the hurt area. If on, you get hit a certain ammount of damage
Trigger:			[It can't trigger other entities in the editor or in lua
Damage per Sec.:		[Ammount of damage dealth each second/step. If you fill in a negative ammount, the entity heals
Damage on:			[When damage is dealth; either time (every second), movement (every step) or both
X Tiles / Area Width:		[How big the area's width is in tiles
Y Tiles / Area Height:		[How big the area's height is in tiles

----------
\Env_Image\

Name:				[Env_Image
Description:			[Simple version of Env_Sprite

/Includes/

Env_Image @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers if the image is visible
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[This option doesn't work
Image File:			[Enter the filepath of the image you want to use, or search it through the menu
X Offset:			[How far the image is away from the entity horizontally in pixels
Y Offset:			[How far the image is away from the entity vertically in pixels
Image covers pl.		[This image covers a player if the checkbox is checked. It also covers: Tiles, Invisible dynamic walls and Other images (if the image is the last placed)

----------
\Env_Object\

Name:				[Env_Object
Description:			[A preset object (such as a tree or a street light) which has preset options

/Includes/

Env_Object @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers if the object exists
Trigger:			[It can't trigger other entities in the editor or in lua
Rotation:			[Rotation of the chosen object (in 360 degrees)
Object:				[Choose the type of object which has to show up
Size (0.1-2.0):			[An accurate size change of the object. 0.1 means it's really small, 2.0 means it's really big
Transp. (0.0-1.0):		[Transparency of the object (0.0 is 100% transparant, 1.0 is 0% transparant)

/Extra Info/

Info:				[The color box has no name but the description is: "RGB color system to "color" your image"

----------
\Env_Building\

Name:				[Env_Building
Description:			[A building which has been placed in the editor, so it shows up at start of a round

/Includes/

Env_Building @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers if the building exists
Trigger:			[It can trigger other entities when it's state changes (true/false - alive/destroyed)
Rotation:			[This doesn't do anything
Building:			[What building shows up (not visible in the editor)
Team:				[What team the building belongs to. Neutral - attack both, T - attack CT, CT - attack T

----------
\Env_NPC\

Name:				[Env_NPC
Description:			[An NPC spawnpoint which can be triggered to spawn an NPC

/Includes/

Env_NPC @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network). When triggered, an NPC spawns
Trigger:			[It can't trigger other entities in the editor
Rotation:			[Rotation in degrees of the NPC when it spawns
Type:				[Type of NPC spawning on trigger
Health:				[Ammount of health the NPC has on start/spawn
Spawn:				[If checked, this NPC exists on round start

----------
\Env_Room\

Name:				[Env_Room
Description:			[Creates an area where light and shadow effects may occur

/Includes/

Env_Room @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network). When triggered, light and shadow effects may occur in the area
Trigger:			[It can't trigger other entities in the editor
X Tiles / Area Width:		[How big the area's width is in tiles
Y Tiles / Area Height:		[How big the area's height is in tiles
Shadow Height (Z):		[I honestly don't know ^^
Color:				[What color the shadow has
Darken walls at edges:		[Change if shadow effects occur at walls at edges


----------
\Env_Light\

Name:				[Env_Light
Description:			[Creates a light source in areas with an Env_Room entity

/Includes/

Env_Light @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network). When triggered, light source is active
Trigger:			[It can't trigger other entities in the editor
Light Range:			[Diameter in pixels of the light source's width
Color:				[Color of the light emitted
Angle from to:			[Change in what angle the light will be generated. You can make spotlights with this
Rotation Speed:			[Change if the light source rotates

----------
\Env_LightStripe\

Name:				[Env_LightStripe
Description:			[Creates a light gradient in areas with an Env_Room entity

/Includes/

Env_Light @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network). When triggered, light source is active
Trigger:			[It can't trigger other entities in the editor
X Tiles / Area Width:		[How big the area's width is in tiles
Y Tiles / Area Height:		[How big the area's height is in tiles
Direction:			[Direction of the gradient
Color:				[Color of the gradient



__________________
\/ Gen entities \/
 ''''''''''''''''

----------
\Gen_Particles\

Name:				[Gen_Particles
Description:			[An entity which generates particles on the map

/Includes/

Gen_Particles @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) used to trigger if the entity generates particles (true) or not (false)
Trigger:			[It can't trigger other entities in the editor or in Lua
Lifetime Min.:			[How long the generated particles at least fly in a certain direction (in ms)
Lifetime Max.:			[How long the generated particles maximally fly in a certain direction (in ms)
X Speed Min.:			[Lowest speed of the generated particles horizontally
X Speed Max.:			[Highest speed of the generated particles horizontally
Y Speed Min.:			[Lowest speed of the generated particles vertically
Y Speed Max.:			[Highest speed of the generated particles vertically
Color:				[RGB color system to "color" the generated particles

----------
\Gen_Sprites\

Name:				[Gen_Sprites
Description:			[A more advanced Gen_Particles entity, featuring changeable sprites

/Includes/

Gen_Sprites @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) used to trigger if the entity generates sprites (true) or not (false)
Trigger:			[It can't trigger other entities in the editor or in Lua
Sprite Frame:			[Change generated sprite's looks (0-16). !The file is called Fragments.bmp!
X Speed Min.:			[Lowest speed of the generated sprites horizontally
X Speed Max.:			[Highest speed of the generated sprites horizontally
Y Speed Min.:			[Lowest speed of the generated sprites vertically
Y Speed Max.:			[Highest speed of the generated sprites vertically
Color:				[RGB color system to "color" the generated sprites
Sprite Type:			[Doesn't do anything
Transp. (0.0-1.0):		[Transparency of the sprites (0.0 is 100% transparant, 1.0 is 0% transparant)

----------
\Gen_Weather\

Name:				[Gen_Weather
Description:			[An entity which generates "weather", such as snow or rain. It also generates "dust" or "smog"

/Includes/

Gen_Weather @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) used to trigger if the entity generates weather (true) or not (false)
Trigger:			[It can't trigger other entities in the editor or in Lua
Weather Type:
	- Rain			[Raindrops fall down
	- Snow			[Snowflakes fall down
	- Fog			[White smoke is generated
	- Dust			[Yellow/brown smoke is generated
	- Smog			[Gray smoke is generated
	- Thunder		[The screen flashes once every +/- 35 seconds
Particles (1-30)		[Intensity of the chosen "weathertype"

----------
\Gen_FX\

Name:				[Gen_FX
Description:			[An entity which generates effects on certain tiles

/Includes/

Gen_FX @ x|y			[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) used to trigger if the entity generates effects (true) or not (false)
Trigger:			[It can't trigger other entities in the editor or in Lua
Effect Type:
	- Waves			[Generates waves, which only show up on invisible tiles or on watertiles
	- Smoke			[Generates dark gray smoke
	- Fire			[Generates fire-like smoke
	- Steam			[Generates white smoke
X Range Min.:			[Minimal range of the generated sprites horizontally (in pixels)
X Range Max.:			[Maximal range of the generated sprites horizontally (in pixels)
Y Range Min.:			[Minimal range of the generated sprites vertically (in pixels)
Y Range Max.:			[Maximal range of the generated sprites vertically (in pixels)
Spawn Rate (ms):		[Spawn rate of the effect in ms (25-1215752191 ms) (1000 ms == 1 second)


___________________
\/ Func entities \/
 '''''''''''''''''

----------
\Func_Teleport\

Name:				[Func_Teleport
Description:			[An entity which "teleports" a player from the entity to a selected tile

/Includes/

Func_Teleport @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) used to trigger if the entity is able to teleport or not
Trigger:			[If someone steps on the teleport, it works just like a trigger_move, and triggers what it's ought to
Target X Tile:			[X cordinate of the destined teleporter exit
Targer Y Tile:			[Y cordinate of the destined teleporter exit

----------
\Func_Dynwall\

Name:				[Func_Dynwall
Description:			[An entity which acts like a normal wall, but can be placed above most other GFX entities' effects

/Includes/

Func_Dynwall @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) used to trigger if the chosen wall/tile is shown/true or not
Trigger:			[It can't trigger other entities in the editor or in Lua
Tile/Frame #:			[Tileset tile/frame used for the entity
Behavior:
	- Wall			[Acts like a normal wall, but can be placed over other effects
	- Obstacle		[Acts like a normal obstacle, but can be placed over other effects
	- Wall w/o Shdw.	[Acts like a wall without shadow, and can be placed over other effects
	- Obstacle w/o Shdw.	[Acts like an obstacle without shadow
	- Floor+ Tile Behavior	[Acts like a normal tile
Transp. (0.0-1.0):		[Transparency of the tile (0.0 is 100% transparant, 1.0 is 0% transparant)
Close only if not blocked:	[If checked, this dynamic wall will not close when a player is standing on the entity

----------
\Func_Message\

Name:				[Func_Message
Description:			[An entity which sends a certain message when triggered

/Includes/

Func_Message @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which, if triggered, makes the entity send a message
Trigger:			[It can't trigger other entities in the editor or in Lua
Msg:				[Message send when triggered
Display X Sec.:			[How many seconds the message is shown on the screen
Position:
	- Center		[The message shows up in the center of the screen, text is bigger
	- Left (Chat)		[The message acts like a normal chatmessage
Color:				[RGB color system to change color of the text

----------
\Func_GameAction\

Name:				[Func_GameAction
Description:			[An entity which can be triggered to make a gameaction occure (such as CT's win)

/Includes/

Func_GameAction @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which makes the chosen action happen when triggered
Trigger:			[It can't trigger other entities in the editor or in Lua
Action:
	- Round Draw		[The round is a draw
	- T Win			[The terrorists win the round
	- CT Win		[The counter-terrorists win the round
	- Round Restart in X S	[Restarts round after X seconds
	- Kill all Ts		[Kills all living terrorists
	- Kill all CTs		[Kills all living counter-terrorists
	- Kill everyone		[Kills every living player
	- Load Map X		[Loads a certain map if spelled 100% right
X:				[Seconds/Certain map


______________________
\/ Trigger entities \/
 ''''''''''''''''''''

----------
\Trigger_Start\

Name:				[Trigger_Start
Description:			[A trigger which triggers a certain name at round start.

/Includes/

Trigger_Start @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which actually does nothing, since trigger_starts are triggered at the beginning of the round
Trigger:			[What name it triggers at round start

----------
\Trigger_Move\

Name:				[Trigger_Move
Description:			[A trigger which is triggered when someone walks over it

/Includes/

Trigger_Move @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers if the trigger_move works or not
Trigger:			[What name it triggers when someone walks over it
Triggered by:
	- Everyone		[Every team can trigger it
	- Ts only		[Only terrorists can trigger it
	- CTs only		[Only counter-terrorists can trigger it

----------
\Trigger_Hit\

Name:				[Trigger_Hit
Description:			[A trigger which is triggered when someone hits the trigger's tile (must be a wall)

/Includes/

Trigger_Hit @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers if the trigger_hit works or not
Trigger:			[What name it triggers when someone hits it
Triggered by:
	- Everyone		[Every team can trigger it
	- Ts only		[Only terrorists can trigger it
	- CTs only		[Only counter-terrorists can trigger it

----------
\Trigger_Use\

Name:				[Trigger_Use
Description:			[A trigger which is triggered when someone presses "E" when close to it

/Includes/

Trigger_Use @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers if the trigger_use works or not/is visible or not
Trigger:			[What name it triggers when someone presses "E" close to it
Button:
	- None/Invisible	[The button is invisible
	- Gray+Broad		[The button is gray and big
	- Gray+Small		[The button is gray and small
	- Black			[The button is black and small
	- Knob			[The button is black and looks like a knob
	- Red+Small		[The button is red and small
	- Pipe+Valve		[The button is a pipe with a valve (wheel-like)
	- Glass Covered		[The button is red with a glass-like box around it
	- Valve			[The button is a valve
	- Lever A		[The button is a lever which faces counter-clockwise
	- Lever B		[The button is a lever which faces clockwise
	- Lighted Red		[The button is red and lighting
	- Lighted Green		[The button is green and lighting
	- Lighted Blue		[The button is blue and lighting
	- Lighted Yellow	[The button is yellow and lighting
	- Lighted White		[The button is white and lighting
	- Red Lighted Alarm	[The button is red and alarm-like
	- Green Lighted Alarm	[The button is green and alarm-like
Alignment:			[In what direction the button faces
Triggered by:
	- Everyone		[Every team can trigger it
	- Ts only		[Only terrorists can trigger it
	- CTs only		[Only counter-terrorists can trigger it

----------
\Trigger_Delay\

Name:				[Trigger_Delay
Description:			[A trigger which triggers something after a certain ammount of time

/Includes/

Trigger_Delay @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers the timer to start
Trigger:			[What name it triggers after the timer stops
Delay (sec.):			[How much seconds the delay between triggered and triggering is

----------
\Trigger_Once\

Name:				[Trigger_Once
Description:			[A trigger which can only be triggered once each round

/Includes/

Trigger_Once @ x|y		[Shows entity type (and x+y cordinates in tiles)
Name:				[Trigger(network) name (used in a trigger network) which triggers the trigger
Trigger:			[What name it triggers