From 41bed5b61e1616e44235a8a1a5d60d88c37efee1 Mon Sep 17 00:00:00 2001 From: Blixibon Date: Wed, 11 Dec 2019 23:11:54 -0600 Subject: [PATCH] scripted_sequence OnPreIdleSequence and help text revisions, new field additions for chargers and weapons --- halflife2.fgd | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/halflife2.fgd b/halflife2.fgd index 5c67cd9..ed56b04 100644 --- a/halflife2.fgd +++ b/halflife2.fgd @@ -2401,14 +2401,14 @@ m_iszIdle(string) : "Pre Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play before the action animation if the NPC must wait for the script to be triggered. Use 'Start on Spawn' flag or MoveToPosition input to play this idle animation." m_iszEntry(string) : "Entry Animation" : "" : "The name of the sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play when the sequence starts, before transitioning to play the main action sequence." m_iszPlay(string) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play." - m_iszPostIdle(string) : "Post Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play after the action animation." + m_iszPostIdle(string) : "Post Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play after the action animation. If the ''Loop in Post Idle'' spawnflag is not ticked, this will act as an Exit Animation, similar to the Entry Animation." m_iszCustomMove(string) : "Custom Move Animation" : "" : "Used in conjunction with the 'Custom movement' setting for the 'Move to Position' property, specifies the sequence (such as 'crouch_run01') or activity (such as 'ACT_RUN') to use while moving to the scripted position." - m_bLoopActionSequence(Choices) : "Loop Action Animation?" : 0 = + m_bLoopActionSequence(Choices) : "Loop Action Animation?" : 0 : "Loops the action animation until the sequence is cancelled or interrupted." = [ 0 : "No" 1 : "Yes" ] - m_bSynchPostIdles(Choices) : "Synch Post Idles?" : 0 = + m_bSynchPostIdles(Choices) : "Synch Post Idles?" : 0 : "Causes scripts with the same targetname to immediately play their Post Action Idle Animation when the NPC starts playing the Post Action Idle Animation." = [ 0 : "No" 1 : "Yes" @@ -2449,6 +2449,7 @@ output OnPostIdleEndSequence(void) : "Fires when the post-idle animation completes." output OnCancelSequence(void) : "Fires when the sequence is cancelled." output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)." + output OnPreIdleSequence(void) : "Fires when the pre-idle animation begins." output OnScriptEvent01(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC." output OnScriptEvent02(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 2 } in the QC." output OnScriptEvent03(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 3 } in the QC." @@ -4158,7 +4159,7 @@ // model(studio) : "Model" : "models/items/item_item_crate.mdl" : "The model of this item_item_crate. Only works when this crate's appearance is set to use a custom model." //] -@PointClass base(Targetname, Angles, BaseFadeProp) studio( "models/props_combine/health_charger001.mdl" ) = item_healthcharger : "Health Charger" +@PointClass base(Targetname, Angles, Parentname, RenderFields, BaseFadeProp) studio( "models/props_combine/health_charger001.mdl" ) = item_healthcharger : "Health Charger" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 _minlight(string) : "Minimum light level" @@ -4181,7 +4182,7 @@ output OnPlayerUse(void) : "Fired when the player +USEs this charger." ] -@PointClass base(Targetname, Angles, BaseFadeProp) studio( "models/props_combine/suit_charger001.mdl" ) = item_suitcharger : "Battery recharger" +@PointClass base(Targetname, Angles, Parentname, RenderFields, BaseFadeProp) studio( "models/props_combine/suit_charger001.mdl" ) = item_suitcharger : "Battery recharger" [ // dmdelay(integer) : "Deathmatch recharge delay" : 0 _minlight(string) : "Minimum light level" @@ -4215,7 +4216,7 @@ // Weapons // //------------------------------------------------------------------------- -@BaseClass color(0 0 200) base(Targetname, Angles) sphere(fademindist) sphere(fademaxdist) = Weapon +@BaseClass color(0 0 200) base(Targetname, Angles, RenderFields) sphere(fademindist) sphere(fademaxdist) = Weapon [ spawnflags(Flags) = [