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Ragdoll boogie color, trigger_waterydeath customization I/O/KV
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base.fgd
7
base.fgd
@ -5815,21 +5815,24 @@
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target(target_destination) : "Boogie target(s)" : : "The one(s) that must boogie. prop_ragdolls have no hassle, but NPCs will have to break them elbows and become prop_ragdolls themselves (a.k.a. die) in order to boogie."
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target(target_destination) : "Boogie target(s)" : : "The one(s) that must boogie. prop_ragdolls have no hassle, but NPCs will have to break them elbows and become prop_ragdolls themselves (a.k.a. die) in order to boogie."
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StartTime(float) : "Start time" : "0" : "How long after we've received the 'Activate' input should ragdolls boogie?"
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StartTime(float) : "Start time" : "0" : "How long after we've received the 'Activate' input should ragdolls boogie?"
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BoogieLength(float) : "Boogie length" : "5.0" : "How long should the boogie last?"
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BoogieLength(float) : "Boogie length" : "5.0" : "How long should the boogie last? Can be a range with a lower bound and a higher bound, e.g. ''2.5,4.0'' (no quotes)"
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Magnitude(float) : "Magnitude" : "150" : "How intense is the boogie?"
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Magnitude(float) : "Magnitude" : "150" : "How intense is the boogie?"
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ZapColor(color255) : "Zap Color" : "255 255 255" : "The color of each tesla beam on an electrical boogie."
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// Inputs
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// Inputs
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input Activate(void) : "Makes the targets dance."
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input Activate(void) : "Makes the targets dance."
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input Deactivate(void) : "Makes the targets stop dancing, if they're still dancing."
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input Deactivate(void) : "Makes the targets stop dancing, if they're still dancing."
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input SetTarget(target_destination) : "Sets the ragdoll(s) to target."
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input SetTarget(target_destination) : "Sets the ragdoll(s) to target."
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input BoogieTarget(target_destination) : "Boogies specific target(s) without using or modifying our target field."
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input BoogieTarget(target_destination) : "Boogies specific target(s) without using or modifying our target field."
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input SetZapColor(color255) : "Sets the zap color."
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]
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]
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@BaseClass = DamageTypes
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@BaseClass = DamageTypes
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[
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[
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damagetype(choices) : "Damage Type" : 0 : "The type(s) of damage associated with this entity." =
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damagetype(choices) : "Damage Type" : 0 : "The type(s) of damage associated with this entity." =
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[
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[
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0 : "[0] GENERIC/None"
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0 : "[0] GENERIC"
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1 : "[1] CRUSH"
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1 : "[1] CRUSH"
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2 : "[2] BULLET"
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2 : "[2] BULLET"
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4 : "[4] SLASH"
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4 : "[4] SLASH"
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@ -3591,6 +3591,11 @@
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"A trigger volume that spawns leeches around entities inside it, and does damage to them until they die. "+
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"A trigger volume that spawns leeches around entities inside it, and does damage to them until they die. "+
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"Used to prevent players entering deep water."
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"Used to prevent players entering deep water."
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[
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[
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BiteInterval(float) : "Bite Interval" : "0.3" : "The amount of time that should pass in between leech bites."
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PainStep(float) : "Pain Step" : "2.0" : "Damage will increase by this number for each leech bite."
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MaxPain(float) : "Max Pain" : "15.0" : "This is the maximum damage that could be attained after multiple pain steps."
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output OnDamage(integer) : "Fires each time an entity takes damage."
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]
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]
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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