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Added new Mapbase entities and some other new stuff
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base.fgd
61
base.fgd
@ -3879,7 +3879,7 @@
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// Outputs
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output OnBreak(void) : "Fires when this rope breaks."
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UseWind(choices) : "Use Wind" : 0 : "When set to Yes, the rope will act as though it's being affected by wind." =
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NoWind(choices) : "Disable Wind" : 0 : "When set to Yes, the rope will no longer act as though it's being affected by wind." =
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[
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0 : "No"
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1 : "Yes"
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@ -4606,7 +4606,7 @@
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@PointClass base(Targetname) = point_posecontroller :
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"An entity that controls a pose parameter of a prop and cycles the pose clientside."
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[
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PropName(target_destination) : "Prop Name" : : "Name of the prop to control."
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PropName(target_destination) : "Target" : : "Name of the prop to control. Can be any animating entity."
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PoseParameterName(string) : "Pose Parameter Name" : : "Name of the pose parameter to control."
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PoseValue(float) : "Pose Parameter Value" : "0.0" : "Normalized value for the pose parameter from 0.0 and 1.0 (maps to min and max range)."
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InterpolationTime(float) : "Interpolation Time" : "0.0" : "Number of seconds (0.0 to 10.0) for client to match absolue pose values."
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@ -4630,6 +4630,7 @@
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FModAmplitude(float) : "Frequency Modulation Amplitude" : "0.0" : "Modulation extents from 0.0f to 10.0."
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// Inputs
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input SetTarget(target_destination) : "Sets the prop to control."
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input SetPoseParameterName(string) : "Sets the pose parameter to control."
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input SetPoseValue(float) : "Set the pose parameter to a normalized value between 0.0 and 1.0 (maps to min and max range)."
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input SetInterpolationTime(float) : "Set the interpolation time to a number of seconds between 0.0 and 10.0."
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@ -5055,6 +5056,8 @@
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"WARNING: setting this to zero (or a value > 1024) when the microphone is in Speaker mode can be very bad for performance!!"
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landmark(target_destination) : "Local Destination Landmark" : : "If specified, then sounds offset from the speaker by their initial offset from this landmark. Only applicable in Speaker mode."
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PitchScale(float) : "Pitch Scale" : "1.0" : "Scales the pitch of transmitted sounds."
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// Inputs
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input SetSpeakerName(target_destination) : "Set the microphone to output through a different speaker entity."
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@ -7483,7 +7486,53 @@
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health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
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]
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@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice, BaseFadeProp) = BasePropPhysics
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@PointClass base(prop_dynamic_base) studioprop() = prop_interactable :
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"A prop designed to be interacted with like a button. It has all of the properties of prop_dynamic without having to use an accompanying func_door or func_button."
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[
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spawnflags(flags) =
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[
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512 : "[512] +USE interactable" : 1
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1024 : "[1024] Touch interactable" : 0
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2048 : "[2048] Disable interaction commands when locked" : 0
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4096 : "[4096] Radius use" : 0
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]
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Locked(choices) : "Start locked" : 0 : "If set, this prop_interactable will start locked, making it uninteractable." =
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[
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0: "No"
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1: "Yes"
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]
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SetCooldown(float) : "Cooldown" : "1.0" : "The amount of time after this prop_interactable is used before it can be interacted with again. This is always based on when the prop_interactable was pressed, disregarding any active In Sequence, but an optional Out Sequence will play after the cooldown is over. It is also used when the prop_interactable is locked."
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PressedSound(sound) : "Pressed Sound" : "" : "The sound to play when the button is successfully pressed."
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LockedSound(sound) : "Locked Sound" : "" : "The sound to play when the button is interacted with while locked."
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InSequence(string) : "In Sequence" : "" : "Optional sequence to play when the button is pressed, representing a button going 'in'."
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OutSequence(string) : "Out Sequence" : "" : "Optional sequence to play after the button was interacted with and the cooldown is finished, representing a button coming back 'out' after an 'in' animation."
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LockedSequence(string) : "Locked Sequence" : "" : "Optional sequence to play when the prop_interactable is interacted with while locked."
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// Inputs
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input Lock(void) : "Locks this prop_interactable, making it uninteractable."
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input Unlock(void) : "Unlocks this prop_interactable, making it interactable."
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input Press(void) : "Presses this prop_interactable as if someone interacted with it."
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input EnableUseInteraction(void) : "Enables use interaction if it was disabled before."
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input DisableUseInteraction(void) : "Disables use interaction if it was enabled before."
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input EnableTouchInteraction(void) : "Enables touch interaction if it was disabled before."
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input DisableTouchInteraction(void) : "Disables touch interaction if it was enabled before."
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input StartIgnoringCommandsWhenLocked(void) : "Starts ignoring commands when this prop_interactable is locked."
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input StopIgnoringCommandsWhenLocked(void) : "Stops ignoring commands when this prop_interactable is locked."
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input EnableRadiusInteract(void) : "Enables radius use."
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input DisableRadiusInteract(void) : "Disables radius use."
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// Outputs
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output OnPressed(void) : "Fired whenever the prop is interacted with."
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output OnLockedUse(void) : "Fired whenever the button is interacted with while locked."
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output OnIn(void) : "Fired whenever the prop completes its 'In' animation."
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output OnOut(void) : "Fired whenever the prop completes its 'Out' animation."
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]
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@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, RenderFields, DXLevelChoice, BaseFadeProp) = BasePropPhysics
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[
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spawnflags(flags) =
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[
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@ -7647,11 +7696,11 @@
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0: "Not Solid"
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]
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InitialOwner(string) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup."
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InitialOwner(target_destination) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup."
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// Inputs
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input SetAttached(string) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to."
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input Detach(string) : "Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input."
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input SetAttached(target_destination) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to."
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input Detach(void) : "Detach from the Target Entity and become invisible. The ornament can be re-attached with the SetAttached input."
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]
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@PointClass base(Targetname, Angles, Studiomodel) studioprop() = simple_physics_prop :
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@ -5372,6 +5372,30 @@
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0 : "No"
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1 : "Yes"
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]
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UseEyePosition(choices) : "Use camera's eye position" : 0 : "Uses the camera view entity's eye position instead of its origin. Intended to be used with info_player_view_proxy." =
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[
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0 : "No"
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1 : "Yes"
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]
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]
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@PointClass base(Targetname) iconsprite("editor/info_target.vmt") = info_player_view_proxy : "Copies a player's view as if they're at a different position. Intended to be used with script_intro."
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[
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Enabled(choices) : "Start Activated" : 0 : "Starts with position offsetting enabled." =
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[
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0 : "No"
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1 : "Yes"
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]
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MeasureReference(target_destination) : "Measure Reference" : "" : "Used for logic_measure_movement-based offsetting. The movement of the player will be measured relative to this entity."
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TargetReference(target_destination) : "Movement Reference" : "" : "Used for logic_measure_movement-based offsetting. The info_player_position_offset will move relative to this entity."
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TargetScale(float) : "Movement scale" : "1" : "Used for logic_measure_movement-based offsetting. This is a scale to *divide* the measured movements by before applying those movements to this entity."
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// Inputs
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input Activate(void) : "Begin offsetting."
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input Deactivate(void) : "Stop offsetting."
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]
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//-------------------------------------------------------------------------
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