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Added "OnSoundFinished" output for ambient_generic, "Play break sound" spawnflag for func_breakable_surf, "Use look entity as caller" for trigger_look
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9
base.fgd
9
base.fgd
@ -1178,6 +1178,8 @@
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input FadeIn(integer) : "Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds."
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input FadeIn(integer) : "Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds."
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input FadeOut(integer) : "Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds."
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input FadeOut(integer) : "Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds."
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input SetSound(string) : "Sets the sound this ambient_generic should play."
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input SetSound(string) : "Sets the sound this ambient_generic should play."
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output OnSoundFinished(void) : "Fires when the sound finishes playing. NOTE: This sound should be set to pause when the game is paused."
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]
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]
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@SolidClass base(Targetname, Parentname, RenderFields) sphere(DisappearDist) sphere(DisappearMaxDist) = func_lod :
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@SolidClass base(Targetname, Parentname, RenderFields) sphere(DisappearDist) sphere(DisappearMaxDist) = func_lod :
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@ -7807,6 +7809,7 @@
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[
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[
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1 : "[1] Physics damage decals" : 0
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1 : "[1] Physics damage decals" : 0
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2 : "[2] Take damage from held objects" : 0
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2 : "[2] Take damage from held objects" : 0
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4 : "[4] Play break sound" : 0
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]
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]
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health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking."
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health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking."
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fragility(integer) : "Fragility" : 100 : "If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken."
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fragility(integer) : "Fragility" : 100 : "If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken."
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@ -8327,6 +8330,12 @@
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1 : "Yes"
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1 : "Yes"
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]
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]
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LookEntityCaller(choices) : "Use look entity as caller" : 0 : "When firing OnTrigger, use the triggered look entity as the output's caller. Useful for when multiple look targets exist." =
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[
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0 : "No"
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1 : "Yes"
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]
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// Output
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// Output
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output OnTrigger(void) : "Fired when the trigger is activated."
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output OnTrigger(void) : "Fired when the trigger is activated."
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output OnTimeout(void) : "Fired after the timeout interval expires if the player never looked at the target."
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output OnTimeout(void) : "Fired after the timeout interval expires if the player never looked at the target."
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