//
// crossfire_str.cfg
//
// The [strip] section should be first.  Provide the name of the entity that
// you want to remove from this map.  The entity name can be followed by a
// location (map X, Y, and Z coordinate) and by a random strip percentage.
//
// If you specify a random percent, that item will be removed, on the
// average, the percent of time you specify.  This means that if you set
// a percent to 40%, then 40% of the time an item will be removed from the
// map.  This DOES NOT mean that 40% of the time when you load this map,
// there won't be any of those items.  This means that if there are normally
// 10 items spawning in a map, you would only get about 6 of them each time
// the map is loaded.  There currently is no way to configure an item so
// that all of them appear sometimes and none of them appear other times.
//
// For example the following are all valid entries...
//
// weapon_crossbow
// item_healthkit 100%
// weapon_rpg 50%
// ammo_shotgun (-140 920 -1450)
// weapon_handgrenade (40 -720 1554) 80
//
// The '%' character at the end of the random stripping percentage is not
// required and can be left off (as shown in the last example).

// The above entries will...
// ALWAYS cause the crossbows to be removed (no percent is the same as 100%)
// ALWAYS cause healthkits to be removed
// Remove 50% of the RPGs in the map.
// ALWAYS remove the shotgun located at (-140 920 -1450)
// Remove the hand grenade located at (40 -720 1554) 80 percent of the time.


[strip]

[add]

//Non-monstermod monsters
//Inside the "gongress room" and right below the dark closet upstairs
{
 {
   classname/monster_tentacle
   sweeparc/360
   sound/-1  //-1 None, 0 Silo, 1 Dirt, 2 Water
   angle/-90
   origin/-1099 297 -60
 } %10
//Roughly center of the "gongress room" and below the unmapped roof area
 {
   classname/monster_tentacle
   sweeparc/360
   sound/-1  //-1 None, 0 Silo, 1 Dirt, 2 Water
   angle/-90
   origin/-1426 612 -60
 } %10
}

//Outside, open corner
{
   classname/monster_tentacle
   sweeparc/360
   sound/-1  //-1 None, 0 Silo, 1 Dirt, 2 Water
   angle/-90
   origin/-1728 68 -60
} %10

//Inside the downstairs piano room, directly below center of computer room
{
   classname/monster_tentacle
   sweeparc/360
   sound/-1  //-1 None, 0 Silo, 1 Dirt, 2 Water
   angle/-90
   origin/61 -16 -60
} %10


//Empty one-entrance room by main hall
{
   classname/monster_tentacle
   sweeparc/360
   sound/-1  //-1 None, 0 Silo, 1 Dirt, 2 Water
   angle/-90
   origin/-1706 53 -60
} %10

//Kitchen, directly below upstairs closet
{
   classname/monster_tentacle
   sweeparc/360
   sound/-1  //-1 None, 0 Silo, 1 Dirt, 2 Water
   angle/-90
   origin/-152 711 -60
} %10