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scripted_sequence OnPreIdleSequence and help text revisions, new field additions for chargers and weapons
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@ -2401,14 +2401,14 @@
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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."
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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."
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m_iszPlay(string) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play."
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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."
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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."
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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."
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m_bLoopActionSequence(Choices) : "Loop Action Animation?" : 0 =
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m_bLoopActionSequence(Choices) : "Loop Action Animation?" : 0 : "Loops the action animation until the sequence is cancelled or interrupted." =
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[
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0 : "No"
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1 : "Yes"
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]
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m_bSynchPostIdles(Choices) : "Synch Post Idles?" : 0 =
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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." =
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[
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0 : "No"
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1 : "Yes"
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@ -2449,6 +2449,7 @@
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output OnPostIdleEndSequence(void) : "Fires when the post-idle animation completes."
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output OnCancelSequence(void) : "Fires when the sequence is cancelled."
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output OnCancelFailedSequence(void) : "Fires when the sequence is cancelled without ever playing (OnCancelSequence will also fire)."
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output OnPreIdleSequence(void) : "Fires when the pre-idle animation begins."
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output OnScriptEvent01(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 1 } in the QC."
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output OnScriptEvent02(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 2 } in the QC."
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output OnScriptEvent03(void) : "Fires when a 'trigger' anim event occurs while playing the script. Use { event 1003 framenum 3 } in the QC."
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@ -4158,7 +4159,7 @@
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// 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."
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//]
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@PointClass base(Targetname, Angles, BaseFadeProp) studio( "models/props_combine/health_charger001.mdl" ) = item_healthcharger : "Health Charger"
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@PointClass base(Targetname, Angles, Parentname, RenderFields, BaseFadeProp) studio( "models/props_combine/health_charger001.mdl" ) = item_healthcharger : "Health Charger"
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[
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// dmdelay(integer) : "Deathmatch recharge delay" : 0
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_minlight(string) : "Minimum light level"
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@ -4181,7 +4182,7 @@
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output OnPlayerUse(void) : "Fired when the player +USEs this charger."
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]
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@PointClass base(Targetname, Angles, BaseFadeProp) studio( "models/props_combine/suit_charger001.mdl" ) = item_suitcharger : "Battery recharger"
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@PointClass base(Targetname, Angles, Parentname, RenderFields, BaseFadeProp) studio( "models/props_combine/suit_charger001.mdl" ) = item_suitcharger : "Battery recharger"
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[
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// dmdelay(integer) : "Deathmatch recharge delay" : 0
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_minlight(string) : "Minimum light level"
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@ -4215,7 +4216,7 @@
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// Weapons
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//
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//-------------------------------------------------------------------------
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@BaseClass color(0 0 200) base(Targetname, Angles) sphere(fademindist) sphere(fademaxdist) = Weapon
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@BaseClass color(0 0 200) base(Targetname, Angles, RenderFields) sphere(fademindist) sphere(fademaxdist) = Weapon
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[
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spawnflags(Flags) =
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[
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