Added new entities and I/O/KV from Mapbase v6.0

This commit is contained in:
Blixibon 2020-11-25 20:18:08 -06:00
parent 0c75316dbd
commit 20a5ea69ca
2 changed files with 60 additions and 9 deletions

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@ -2850,6 +2850,12 @@
5 : "Channel 5 (warning: may be used by some HUD elements)"
]
master(target_destination) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate."
autobreak(choices) : "Automatically break lines" : 0 : "Allows text to automatically shift to the next line whenever it can't fit on a player's screen. This accounts for a player's aspect ratio and adds hyphens when necessary." =
[
0: "No"
1: "Yes"
]
// Inputs
input Display(void) : "Display the message text."
@ -2931,6 +2937,7 @@
// Inputs
input LightOn(void) : "Turn the spotlight on."
input LightOff(void) : "Turn the spotlight off"
input LightToggle(void) : "Toggles the spotlight on or off"
// outputs
output OnLightOn(void) : "Fires when light turns on."
@ -7978,7 +7985,7 @@
@SolidClass base(Targetname, Parentname) = func_precipitation :
"A brush entity that creates rain and snow inside its volume."
[
renderamt(integer) : "Density (0-100%)" : 5
renderamt(integer) : "Density (0-100%)" : 5 : "How dense the precipitation should be. This can be changed later with the 'Alpha' input."
rendercolor(color255) : "Color (R G B)" : "100 100 100"
preciptype(choices) : "Precipitation Type" : 0 =
[
@ -7986,6 +7993,16 @@
1 : "Snow"
2 : "Ash"
3 : "Snowfall"
4 : "Particle Rain"
5 : "Particle Ash"
6 : "Particle Rainstorm"
7 : "Particle Snow"
]
spawnflags(flags) =
[
1 : "[1] Particle types only: Clamp precipitation to brush bounds" : 1
2 : "[2] Particle types only: Suppress outer particle (recommended if clamping)" : 1
]
]
@ -8031,11 +8048,24 @@
output OnDeath(void) : "Fires when the target is killed."
]
@PointClass = func_fish_pool : "Creates a school of interactive fish that swim near this entity."
@PointClass sphere(max_range) sphere(LoudPanicRange) sphere(QuietPanicRange) = func_fish_pool : "Creates a school of interactive fish that swim near this entity."
[
model(studio) : "World model" : "models/Junkola.mdl"
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to make each fish use that skin instead of the default."
fish_count(integer) : "Fish Count" : 10 : "Number of Fish in this Pool"
max_range(float) : "Max Range" : 150 : "How far away a Fish can wander (max 255)"
LoudPanicRange(float) : "Loud Panic Range" : 500 : "How far away an event has to be to make the fish in this pool panic."
QuietPanicRange(float) : "Quiet Panic Range" : 75 : "How far away a quiet event (a footstep) has to be to make the fish in this pool panic."
// Inputs
input SpawnFish(void) : "Spawns an additonal fish. This ignores the fish count keyvalue."
input PanicLoudFromPoint(vector) : "Causes a loud panic event at the specified location vector."
input PanicQuietFromPoint(vector) : "Causes a quiet panic event at the specified location vector."
input Skin(integer) : "Changes the fish skin to the specified number."
// Outputs
output OnSpawnFish(ehandle) : "Fires when a fish is spawned, passing the fish as the activator."
]
@ -8469,8 +8499,12 @@
256: "[256] Affects Ladders (Half-Life 2)" : 0
]
speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second."
speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in units / second."
alternateticksfix(float) : "Scale force for alternate ticks" : "0" : "If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with sv_alternateticks 1."
// Inputs
input SetSpeed(float) : "Set the speed at which to push entities away."
input SetPushDir(vector) : "Set the angles indicating the direction to push touched entities."
]
@SolidClass base(Trigger, Angles) = trigger_wind :

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@ -65,6 +65,12 @@
]
]
@BaseClass = PolicingNPC
[
// Inputs
input SetPoliceGoal(target_destination) : "Causes the NPC to be assigned to the specified ai_goal_police. Pass no parameter to clear the goal."
]
@BaseClass base(NewGrenadeUser) = PlayerCompanion
[
input OutsideTransition(void) : "Use this input to teleport the NPC to a hintnode with the Player Squad Transition Point hint type."
@ -282,8 +288,10 @@
input SetAngry(void) : "Causes the camera to become angry as if it has seen something upsetting."
input SetIdle(void) : "Causes the camera to calm down if it is angry."
output OnFoundPlayer(string) : "Fired when the player is spotted within the inner radius"
output OnFoundPlayer(string) : "Fired when the player is spotted within the inner radius."
output OnFoundEnemy(void) : "Fired when a non-player enemy is spotted within the inner radius."
output OnLostPlayer(void) : "Fired when the tracked player spotted within the inner radius has been lost. Usually due to the player leaving the inner radius, or because the player was killed."
output OnLostEnemy(void) : "Fired when a non-player enemy spotted within the inner radius has been lost. Usually due to the enemy leaving the inner radius, or because the enemy was killed/removed."
]
@ -889,7 +897,7 @@
@NPCClass base(TalkNPC, PlayerCompanion, RappelNPC) studio() = npc_citizen : "Citizen"
@NPCClass base(TalkNPC, PlayerCompanion, RappelNPC, PolicingNPC) studio() = npc_citizen : "Citizen"
[
spawnflags(Flags) =
@ -1076,7 +1084,7 @@
output OnPlayerUse(void) : "Fires when a player +USEs Barney"
]
@BaseClass base(BaseNPC, RappelNPC, GrenadeUser) = BaseCombine
@BaseClass base(BaseNPC, RappelNPC, GrenadeUser, PolicingNPC) = BaseCombine
[
additionalequipment(choices) : "Weapons" : "weapon_smg1" =
[
@ -1149,7 +1157,7 @@
"3" : "Grenade Happy"
]
usemarch(choices) : "Walk Easy" : "0" : "When true, will use a variety of more casual walking animations instead of the standard walk. For use in crowds. WARNING: this animation only has a north component. For use under very special circumstances only." =
usemarch(choices) : "Use March" : "0" : "When true, will use a special walking animation which blends itself between the idle walking animation and the regular walking animation, allowing for a variety of casual walking animations instead of the standard walk. Used in EP2 for the soldiers in the bridge convoy. WARNING: This animation only has a north component, so it can't sidestep or walk backwards. This keyvalue was previously named 'Walk Easy', but it was changed to avoid confusion with ACT_WALK_EASY, the main idle walking animation." =
[
"0" : "No"
"2" : "Yes"
@ -2003,7 +2011,7 @@
]
@NPCClass base(BaseNPC,RappelNPC,NewGrenadeUser) studio() = npc_metropolice : "MetroPolice"
@NPCClass base(BaseNPC,RappelNPC,NewGrenadeUser,PolicingNPC) studio() = npc_metropolice : "MetroPolice"
[
model(studio) : "Model" : "models/police.mdl" : "The model of this npc_metropolice. Keep in mind this overrides the 'Efficient' spawnflag which sets the model to police_cheaple.mdl."
@ -2049,7 +2057,6 @@
// Inputs
input DisableManhackToss(void) : "Disables manhack toss"
input EnableManhackToss(void) : "Enables manhack toss (which had been disabled by the spawnflag or input)"
input SetPoliceGoal(target_destination) : "Causes the NPC to be assigned to the specified ai_goal_police. Pass no parameter to clear the goal."
input ActivateBaton(void) : "Set the baton to active"
input AdministerJustice(void) : "Orders this NPC to administer justice to the player as if they hit this NPC with a can or something. If this NPC cannot respond, it will look for another npc_metropolice to do it."
input SetWarnings(integer) : "Sets the number of warnings this NPC has given to the player."
@ -4319,6 +4326,16 @@
@PointClass base(Weapon) studio("models/weapons/W_annabelle.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_annabelle: "Annabelle (Grigori)" []
@PointClass base(Weapon) studio("models/weapons/w_slam.mdl") sphere(fademindist) sphere(fademaxdist) = weapon_slam: "A tripmine/satchel hybrid from HL2:MP.\n\nCome on and slam, and welcome to the jam!\nCome on and slam, if you wanna jam!" []
// TODO: Move to its own FGD? Needs to access Weapon base class somehow
@BaseClass color(0 0 220) base(Weapon, Studiomodel) sphere(fademindist) sphere(fademaxdist) = CustomScriptedWeapon
[
vscripts_client(string) : "Client-side Entity Scripts" : "" : "Name(s) of script files that are executed on the client. Weapons need to have a clientside counterpart for prediction in multiplayer, but this is not needed in singleplayer mapping."
weapondatascript_name(string) : "Weapon Script Name" : "" : "Name of the weapon script this entity should use. Uses the classname (weapon_custom_scripted1) by default."
]
@PointClass base(CustomScriptedWeapon) studioprop() sphere(fademindist) sphere(fademaxdist) = weapon_custom_scripted1: "Scripted Weapon 1" []
@PointClass base(Targetname, Parentname, Angles, RenderFields, DamageFilter) studio( "models/weapons/w_slam.mdl" ) sphere(DmgRadius) = npc_tripmine : "S.L.A.M. Tripmine"
[
PowerUpTime(float) : "Power Up Time" : "2.0" : "How much time this tripmine takes to power up after being activated."