A collection of entWatch, stripper and BossHud configs for GFL CS:GO ZE, please be aware that the stripper configs are not an extensive list of everything used on our server.
For making any of these configs, you'll want a tool like VIDE's entity lump editor, or entSpy to navigate the entities in a map. You can also compare maps with current configs in this repository and see how it has already been done if you're looking for functional examples of things.
IMPORTANT: Make sure the filename of the config matches the map name on the server.
Search for math_counter, func_breakable, func_physbox or func_physbox_multiplayer entities as a starting point when creating these. For each boss you're going to want a new block, make sure the blocks are numbered correctly if you're copy/pasting them. The format is available below.
IMPORTANT: If you want to make sure you are using the right boss entity, you can use this plugin with a test server to find out.
"math_counter"
{
"config" //OPTIONAL
{
"MultBoss" "" //Does the map have two breakables/bosses at once? Useful to track 2 bosshp at once. 1 for enable.
"HitMarkerOnly" "" //Only shows HitMarkers + BossDamage Ranking. Useful for maps with built-in BossHud. 1 for enable.
"BossBeatenShowTopDamage" "" //Whether to show the top damagers of boss after it dies. 0 to disable.
}
"0"
{
//math_counter example
"HP_counter" "" //targetname of the hp math_counter
"HPbar_counter" "" //targetname of the math_counter that handles a hp bar (if applicable)
"HPinit_counter" "" //targetname of the math_counter that inits the hp math_counter (if applicable)
"CustomText" "" //custom name to show in the hud
"HPbar_min" "" //min value of the math_counter that handles a hp bar (if applicable)
"HPbar_max" "" //max value of the math_counter that handles a hp bar (if applicable)
"HPbar_default" "" //startvalue of the hpbar math_counter (if applicable)
"HPbar_mode" "" //which mode the hpbar math_counter runs on, 1=OnHitMin outputs 2=OnHitMax outputs (if applicable)
}
"1"
{
//func_breakable, func_physbox or func_physbox_multiplayer example
"Type" "breakable"
"BreakableName" "" //targetname of the func_breakable, func_physbox or func_physbox_multiplayer
"CustomText" "" //custom name to show in the hud
}
}
Stripper is quite a complicated beast and unfortunately a single template is not really going to help you too much. If you're looking for a good starting point to learn Stripper, you can check out this tutorial. If you have any questions regarding stripper creation you can always join our #mapping channel on Discord for assistance.
Find entity classnames that start with "weapon_" as a starting point for creating these. For each item you're going to want a new block, make sure the blocks are numbered correctly if you're copy/pasting them. The format is available below.
"entities"
{
"0"
{
"name" "" //name of the item to show in chat
"shortname" "" //name of the item to show in scoreboard
"color" "" //colour to use in chat (refer to the colour list below)
"buttonclass" "" //what classname the button entity uses, usually just func_button
"filtername" "" //filtername that the items filter entity uses (if applicable, see below)
"hasfiltername" "" //true if the item uses a filter entity to check the user, false otherwise
"blockpickup" "" //always false
"allowtransfer" "" //true for human items, false for zm items
"forcedrop" "" //true for human items, false for zm items
"chat" "" //always true
"hud" "" //always true
"hammerid" "" //hammerid of the weapon_ entity for the item
"mode" "" //0 = nothing 1 = spam protection only, 2 = cooldown, 3 = limited uses, 4 = limited uses with cooldown, 5 = cooldown that only gets triggered after all maxuses are used
"maxuses" "" //max uses of the item (if applicable)
"cooldown" "" //cooldown of the item (if applicable)
"maxamount" "" //how many instances of this item can exist
"physbox" "" //OPTIONAL: "true" if this item is a physbox so it would allow bullets/knife to shoot/knife through. If it's false, dont bother adding this line.
"trigger" "" //OPTIONAL: hammerid of the trigger that gives a player the item if one exists
}
}
{default}
{darkred}
{pink}
{green}
{lightgreen}
{lime}
{red}
{grey}
{olive}
{lightblue}
{blue}
{purple}
{darkorange}
{orange}