scripted_sequence OnPreIdleSequence and help text revisions, new field additions for chargers and weapons

This commit is contained in:
Blixibon 2019-12-11 23:11:54 -06:00
parent 4a58cdcefb
commit 41bed5b61e

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@ -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_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_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_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_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" 0 : "No"
1 : "Yes" 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" 0 : "No"
1 : "Yes" 1 : "Yes"
@ -2449,6 +2449,7 @@
output OnPostIdleEndSequence(void) : "Fires when the post-idle animation completes." output OnPostIdleEndSequence(void) : "Fires when the post-idle animation completes."
output OnCancelSequence(void) : "Fires when the sequence is cancelled." 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 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 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 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." 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." // 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 // dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level" _minlight(string) : "Minimum light level"
@ -4181,7 +4182,7 @@
output OnPlayerUse(void) : "Fired when the player +USEs this charger." 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 // dmdelay(integer) : "Deathmatch recharge delay" : 0
_minlight(string) : "Minimum light level" _minlight(string) : "Minimum light level"
@ -4215,7 +4216,7 @@
// Weapons // 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) = spawnflags(Flags) =
[ [