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Mapbase v7.3 FGD changes
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base.fgd
25
base.fgd
@ -1305,6 +1305,8 @@
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0 : "Advisor Stun"
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1 : "Intro Blur"
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2 : "Groggy Vision"
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100 : "Chromatic Blur (Mapbase)"
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101 : "Chromatic Aberration (Mapbase)"
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]
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// Inputs
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@ -1635,7 +1637,7 @@
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_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
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]
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@SolidClass base(Targetname, EnableDisable) = func_clip_vphysics :
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@SolidClass base(Targetname, Parentname, EnableDisable) = func_clip_vphysics :
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"A brush entity that's considered solid to vphysics."
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[
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filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity."
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@ -3032,6 +3034,12 @@
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2 : "[2] No Dynamic Light" : 1
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]
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IgnoreSolid(choices) : "Ignore Solid" : 0 : "If set, this spotlight won't trace for solids." =
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[
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0 : "No"
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1 : "Yes"
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]
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spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam."
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spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam."
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rendercolor(color255) : "Color (R G B)" : "255 255 255"
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@ -4495,7 +4503,7 @@
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32: "[32] Toggle" : 0
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256:"[256] Use Opens" : 0
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512: "[512] NPCs Can't" : 0
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1024: "[1024] Touch Opens" : 1
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1024: "[1024] Touch Opens" : 0
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2048: "[2048] Starts locked" : 0
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4096: "[4096] Door Silent" : 0
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]
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@ -4682,6 +4690,12 @@
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input DisallowPlayerUse(void) : "Prevents players from using the door. This just enables the 'Ignore player +USE' spawnflag."
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input SetDoorFilter(target_destination) : "Sets the entity to use as the NPC filter. Pass in an empty string to clear the NPC filter."
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input SetFullyOpenSound(string) : "Sets the sound to use when the door is fully open."
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input SetFullyClosedSound(string) : "Sets the sound to use when the door is fully closed."
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input SetMovingSound(string) : "Sets the sound to use when the door is moving."
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input SetLockedSound(string) : "Sets the sound to use when the door is locked."
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input SetUnlockedSound(string) : "Sets the sound to use when the door is unlocked."
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]
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@ -7401,6 +7415,7 @@
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output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/physcannon/force."
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output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the physgun or +USE."
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output OnPhysGunPunt(void) : "Fired when a player punts this object with the physgun."
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output OnPhysGunPull(void) : "Fired when a player pulls this object with the physgun."
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output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output."
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output OnPhysGunDrop(void) : "Fired when a player drops this object."
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output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set."
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@ -8126,6 +8141,8 @@
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32768 : "[32768] Allow stretch" : 0
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65536 : "[65536] Start asleep" : 0
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131072 : "[131072] Fixed constraints (make statue)" : 0
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262144 : "[262144] Allow +USE" : 0
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524288 : "[524288] Prevent pickup (if +USE is enabled)" : 0
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]
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angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear."
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@ -8135,6 +8152,10 @@
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input EnableMotion(void) : "Enable physics motion/collision response."
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input DisableMotion(void) : "Disable physics motion/collision response."
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input FadeAndRemove(float) : "Fade out then remove (kill) self. Parameter override = duration of fade"
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input AddToLRU(void) : "Adds the ragdoll to the cleanup list (ragdoll will fade out when it's the least recently used)"
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input RemoveFromLRU(void) : "Removes the ragdoll from the cleanup list, allowing it to exist indefinitely"
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output OnPlayerUse(void) : "Fires when the ragdoll is used, if +USE is enabled."
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]
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@PointClass base(prop_dynamic_base) studioprop() = prop_dynamic_ornament :
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@ -237,6 +237,8 @@
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[
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output OnBallReinserted(void) : "Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)"
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output OnLastBallGrabbed(void) : "Fired when the last combine ball is grabbed from the field by a mega physcannon"
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input Destroy(void) : "Releases all balls from the spawner as if they were punted out by the gravity gun."
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]
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@PointClass base(CombineBallSpawners, Parentname) = point_combine_ball_launcher :
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@ -393,6 +395,7 @@
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output OnDeploy(void) : "Turret is becoming active and dangerous."
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output OnRetire(void) : "Turret is becoming inactive and harmless."
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output OnTipped(void) : "Turret has been tipped over and is inactive."
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output OnStartTipped(void) : "Turret has just been tipped over."
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output OnPhysGunPickup(void) : "Picked up with physgun"
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output OnPhysGunDrop(void) : "Released by physgun"
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]
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@ -1410,6 +1413,7 @@
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0 : "Normal headcrabs"
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1 : "Fast Headcrabs"
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2 : "Poison Headcrabs"
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-1 : "Random"
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]
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HeadcrabCount(integer) : "Headcrab count" : 6 : "Number of headcrabs to spawn on impact"
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FlightSpeed(float) : "Flight Speed" : 3000 : "Speed to fly through the air"
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@ -1868,8 +1872,12 @@
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spawnflags(Flags) =
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[
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32768 : "[32768] Never turn into a torso" : 0
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65536 : "[65536] Never release headcrab" : 0
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]
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MaxDistToSwat(float) : "Max Distance to Swat Props" : : "Overrides the maximum distance in which this zombie should be able to swat props at enemies. Default is 1000"
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MaxObjMassToSwat(float) : "Max Object Mass to Swat" : : "Overrides the maximum mass this zombie should consider when choosing props to swat. Default is 60"
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output OnSwattedProp(ehandle) : "Fires when this NPC swats a prop, passing the prop as the activator and parameter."
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output OnCrab(ehandle) : "Fires when the zombie releases a headcrab, passing the headcrab as the activator and parameter."
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]
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@ -1886,10 +1894,12 @@
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@NPCClass base(BaseZombie) studio("models/Zombie/Classic.mdl") = npc_zombie : "Zombie"
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[
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MeleeReach(float) : "Melee Reach" : : "Overrides the maximum distance in which this zombie should be able to swat at enemies. Default is 55"
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]
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@NPCClass base(BaseZombie) studio("models/Zombie/Classic_torso.mdl") = npc_zombie_torso : "Zombie Torso"
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[
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MeleeReach(float) : "Melee Reach" : : "Overrides the maximum distance in which this zombie should be able to swat at enemies. Default is 55"
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]
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// CUSTOM ZOMBIES
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@ -2499,6 +2509,7 @@
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input BeginSequence(void) : "Summons an NPC to act out the scripted sequence."
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input MoveToPosition(void) : "Summons an NPC to the script location. They will play their scripted idle (or ACT_IDLE if none is specified) until BeginSequence is triggered."
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input CancelSequence(void) : "Stops the scripted sequence. If fired after a sequence starts, this input will not take effect until the NPC finishes playing the scripted action animation."
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input StopActionLoop(void) : "Stops looping the action animation if it is specified to loop."
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input SetTarget(target_destination) : "Sets the target NPC."
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// Outputs
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