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Added spheres to env_fog_controller, changed npc_cscanner entry + added custom flight speed, gave a frustum to point_camera
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base.fgd
2
base.fgd
@ -2086,7 +2086,7 @@
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input Ignite(void) : "Ignite the target entity."
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]
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@PointClass base(Targetname, DXLevelChoice, Angles) iconsprite("editor/fog_controller.vmt") color(255 255 255) = env_fog_controller :
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@PointClass base(Targetname, DXLevelChoice, Angles) iconsprite("editor/fog_controller.vmt") sphere(fogstart) sphere(fogend) color(255 255 255) = env_fog_controller :
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"An entity that controls the fog and view distance in the map."
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[
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// Inputs
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@ -1903,10 +1903,12 @@
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131072: "[131072] Strider Scout Scanner" : 0
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]
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spotlightlength(integer) : "SpotlightLength" : 500
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spotlightwidth(integer) : "SpotlightWidth" : 50
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CustomFlightSpeed(float) : "Custom Flight Speed" : "0" : "Overrides the scanner's default speed. 0 = use default"
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spotlightdisabled(choices) : "SpotlightDisabled" : 0 =
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spotlightlength(integer) : "Spotlight Length" : 500
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spotlightwidth(integer) : "Spotlight Width" : 50
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spotlightdisabled(choices) : "Spotlight Disabled" : 0 =
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[
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0 : "No"
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1 : "Yes"
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@ -1940,7 +1942,7 @@
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input DisableSpotlight(void) : "DisableSpotlight"
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input InspectTargetPhoto(target_destination) : "Tells the scanner to photograph the given entity, named by classname or by target name. !activator or !player works here also."
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input InspectTargetSpotlight(target_destination) : "Tells the scanner to spotlight the given entity, named by classname or by target name. !activator or !player works here also."
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input InputSetFlightSpeed(integer) : "Sets the flight speed of the scanner"
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input SetFlightSpeed(integer) : "Sets the flight speed of the scanner"
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input InputShouldInspect(integer) : "Set whether should inspect or not"
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input SetFollowTarget(target_destination) : "Set target to follow until told otherwise"
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input ClearFollowTarget(void) : "Stop following our target"
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@ -4926,8 +4928,10 @@
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// Camera/monitor entities
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//
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//-------------------------------------------------------------------------
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@PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera"
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@PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/camera.mdl") frustum(FOV,-1,128,250 250 250,-1) = point_camera : "Camera"
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[
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// MAPBASE TODO: sphere(fogstart) sphere(fogend) seems distracting. Should we add it in anyway?
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spawnflags(Flags) =
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[
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1 : "[1] Start Off" : 0
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