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Added SetAbsOrigin/Angles, logic_entity_position OutAngles, misc. text changes
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11
base.fgd
11
base.fgd
@ -39,7 +39,8 @@
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angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
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angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
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"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
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"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
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input SetLocalAngles(vector) : "Set this entity's angles."
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input SetLocalAngles(vector) : "Set this entity's angles in local space, relative to its parent if one exists. Otherwise relative to the world."
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input SetAbsAngles(vector) : "Set this entity's angles, always relative to the world origin."
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]
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]
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@BaseClass = Origin
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@BaseClass = Origin
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@ -124,7 +125,8 @@
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input AcceptInput(string) : "Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name."
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input AcceptInput(string) : "Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name."
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input CancelPending(void) : "Cancels any events fired by this entity that are currently pending in the I/O event queue."
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input CancelPending(void) : "Cancels any events fired by this entity that are currently pending in the I/O event queue."
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input SetLocalOrigin(vector) : "Sets this entity's origin in the map."
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input SetLocalOrigin(vector) : "Sets this entity's origin in local space, relative to its parent if one exists. Otherwise relative to the world."
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input SetAbsOrigin(vector) : "Sets this entity's origin in the map, always relative to the world origin."
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input SetLocalVelocity(vector) : "Sets this entity's current velocity."
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input SetLocalVelocity(vector) : "Sets this entity's current velocity."
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input SetLocalAngularVelocity(vector) : "Sets this entity's current angular velocity."
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input SetLocalAngularVelocity(vector) : "Sets this entity's current angular velocity."
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@ -573,7 +575,7 @@
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512 : "[512] Fade Corpse" : 1
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512 : "[512] Fade Corpse" : 1
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1024 : "[1024] Think outside PVS (allows AI to stay active outside of combat and PVS)" : 0
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1024 : "[1024] Think outside PVS (allows AI to stay active outside of combat and PVS)" : 0
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2048 : "[2048] Template NPC (used by npc_maker, will not spawn)" : 0
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2048 : "[2048] Template NPC (used by npc_maker, will not spawn)" : 0
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4096 : "[4096] Do Alternate collision for this NPC (player avoidance)" : 0
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4096 : "[4096] Do alternate collision/player avoidance (largely obsolete, use Start/StopScripting)" : 0
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8192 : "[8192] Don't drop weapons" : 0
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8192 : "[8192] Don't drop weapons" : 0
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16384 : "[16384] Ignore player push (dont give way to player)" : 0
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16384 : "[16384] Ignore player push (dont give way to player)" : 0
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]
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]
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@ -5520,7 +5522,7 @@
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"A math_counter variant that specializes in vector operations."
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"A math_counter variant that specializes in vector operations."
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[
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[
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// Keys
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// Keys
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startvalue(vector) : "Initial Value" : "0 0 0" : "The vector this entity shuold start with."
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startvalue(vector) : "Initial Value" : "0 0 0" : "The vector this entity should start with."
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// Inputs
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// Inputs
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input Add(vector) : "Adds a vector to this entity's current value and fires the OutValue output with the result."
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input Add(vector) : "Adds a vector to this entity's current value and fires the OutValue output with the result."
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@ -5644,6 +5646,7 @@
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// Outputs
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// Outputs
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output OutPosition(vector) : "Outputs the position."
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output OutPosition(vector) : "Outputs the position."
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output OutAngles(vector) : "Outputs the angles."
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]
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]
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@PointClass base(Targetname) iconsprite("editor/logic_context_accessor.vmt") = logic_context_accessor :
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@PointClass base(Targetname) iconsprite("editor/logic_context_accessor.vmt") = logic_context_accessor :
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