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Add Source 2013 Multiplayer FGD changes
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123
base.fgd
123
base.fgd
@ -13,6 +13,17 @@
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//
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//
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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@BaseClass = Script
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[
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vscripts(scriptlist) : "Entity Scripts" : : "Name(s) of script files that are executed after all entities have spawned."
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thinkfunction(string) : "Script think function" : : "Name of a function in this entity's script scope which will be called automatically."
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input RunScriptFile(string) : "Execute a game script file from disk."
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input RunScriptCode(script) : "Execute a string of script source code. Backtick ( ` ) characters will be converted to quotes in-game for strings."
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input CallScriptFunction(string) : "Execute the given function name."
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input TerminateScriptScope(void) : "Terminates the script scope of the entity."
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]
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@BaseClass = Angles
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@BaseClass = Angles
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[
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[
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angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
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angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
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@ -42,6 +53,9 @@
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input EnableShadow(void) : "Turn shadow on."
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input EnableShadow(void) : "Turn shadow on."
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input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
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input AlternativeSorting(bool) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
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input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over."
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input SetModelScale(string) : "Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over."
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input SetModel(string) : "Changes the model to the specified path.\nForm of 'models/ammo/ammo_us.mdl'.\nIMPORTANT:\nAbsolutely NO quotes!\nMake sure you use this slash '/'.\nMerasmus says to heed this advice thou shalt corrupt the VMF."
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input SetCycle(float) : "Skip to a specific point in the current animation"
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input SetPlaybackRate(float) : "Change the animation speed multiplier"
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// Outputs
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// Outputs
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output OnIgnite(void) : "Fired when this object catches fire."
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output OnIgnite(void) : "Fired when this object catches fire."
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@ -54,7 +68,7 @@
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input GoDown(void) : "Tells the platform to go down."
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input GoDown(void) : "Tells the platform to go down."
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]
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]
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@BaseClass = Targetname
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@BaseClass base(Script) = Targetname
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[
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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@ -810,6 +824,9 @@
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output OnStartTouchAll(void) : "Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
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output OnStartTouchAll(void) : "Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
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output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."
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output OnEndTouch(void) : "Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire."
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output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
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output OnEndTouchAll(void) : "Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered."
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// Inputs
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input DisableAndEndTouch(void) : "Disables this trigger and calls EndTouch on all currently-touching entities."
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]
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]
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@BaseClass = worldbase
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@BaseClass = worldbase
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@ -1841,6 +1858,8 @@
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input SetEndDistLerpTo(float) : "Set the fog end distance."
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input SetEndDistLerpTo(float) : "Set the fog end distance."
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input StartFogTransition(void) : "Start fog transition."
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input StartFogTransition(void) : "Start fog transition."
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input SetRadial(bool) : "Set the frog to be radial or not."
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// Starting fog parameters for the level. These are selectable per LOD.
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// Starting fog parameters for the level. These are selectable per LOD.
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fogenable(choices) : "Fog Enable" : 0 =
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fogenable(choices) : "Fog Enable" : 0 =
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[
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[
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@ -1864,6 +1883,12 @@
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fogend(string) : "Fog End" : "2000.0"
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fogend(string) : "Fog End" : "2000.0"
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fogmaxdensity(float) : "Fog Max Density [0..1]" : "1"
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fogmaxdensity(float) : "Fog Max Density [0..1]" : "1"
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fogradial(choices) : "Use Radial Fog?" : 0 =
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[
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0 : "No"
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1 : "Yes"
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]
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foglerptime(float) : "Interpolate time" : "0"
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foglerptime(float) : "Interpolate time" : "0"
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farz(string) : "Far Z Clip Plane" : "-1"
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farz(string) : "Far Z Clip Plane" : "-1"
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@ -2288,6 +2313,11 @@
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fogdir(string) : "Primary Fog Dir" : "1 0 0"
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fogdir(string) : "Primary Fog Dir" : "1 0 0"
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fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start."
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fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start."
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fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque."
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fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque."
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fogradial(choices) : "Use Radial Fog?" : 0 =
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[
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0 : "No"
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1 : "Yes"
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]
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]
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]
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@BaseClass base(Targetname, ResponseContext) = BaseSpeaker
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@BaseClass base(Targetname, ResponseContext) = BaseSpeaker
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@ -2443,6 +2473,12 @@
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2 : "No Dynamic Light" : 1
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2 : "No Dynamic Light" : 1
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]
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]
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IgnoreSolid(choices) : "Ignore Solid" : 0 : "If set, this spotlight won't trace for solids." =
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[
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0 : "No"
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1 : "Yes"
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]
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spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam."
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spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam."
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spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam."
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spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam."
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rendercolor(color255) : "Color (R G B)" : "255 255 255"
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rendercolor(color255) : "Color (R G B)" : "255 255 255"
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@ -3796,6 +3832,60 @@
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input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default."
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input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default."
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]
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]
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//-------------------------------------------------------------------------
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// VScript
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//-------------------------------------------------------------------------
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@PointClass base(Targetname) iconsprite("editor/logic_script.vmt") = logic_script :
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"An entity that acts as a container for scripts"
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[
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Group00(target_destination) : "EntityGroup[0]" : : "Entity group 0"
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Group01(target_destination) : "EntityGroup[1]" : : "Entity group 1"
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Group02(target_destination) : "EntityGroup[2]" : : "Entity group 2"
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Group03(target_destination) : "EntityGroup[3]" : : "Entity group 3"
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Group04(target_destination) : "EntityGroup[4]" : : "Entity group 4"
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Group05(target_destination) : "EntityGroup[5]" : : "Entity group 5"
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Group06(target_destination) : "EntityGroup[6]" : : "Entity group 6"
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Group07(target_destination) : "EntityGroup[7]" : : "Entity group 7"
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Group08(target_destination) : "EntityGroup[8]" : : "Entity group 8"
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Group09(target_destination) : "EntityGroup[9]" : : "Entity group 9"
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Group10(target_destination) : "EntityGroup[10]" : : "Entity group 10"
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Group11(target_destination) : "EntityGroup[11]" : : "Entity group 11"
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Group12(target_destination) : "EntityGroup[12]" : : "Entity group 12"
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Group13(target_destination) : "EntityGroup[13]" : : "Entity group 13"
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Group14(target_destination) : "EntityGroup[14]" : : "Entity group 14"
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Group15(target_destination) : "EntityGroup[15]" : : "Entity group 15"
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]
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//-------------------------------------------------------------------------
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// Used to listen to events called from code
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//-------------------------------------------------------------------------
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@PointClass base(Targetname) iconsprite("editor/logic_eventlistener.vmt") = logic_eventlistener :
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"An entity that can listen to events fired from code and fire " +
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"and output when it happens."
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[
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EventName(string) : "Event Name" : "" : "The name of the event that you want to listen for."
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IsEnabled(choices) : "Start Enabled" : 1 =
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[
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0 : "No"
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1 : "Yes"
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]
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TeamNum(choices) : "Team Number" : -1 : "If set, will only fire its output if the event is generated from someone of the specified team." =
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[
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-1 : "Don't care"
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1 : "Team 1"
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2 : "Team 2 (ORANGE)"
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3 : "Team 3 (BLUE)"
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]
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// Inputs
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input Enable(void) : "Enable the logic_measure_movement."
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input Disable(void) : "Disable the logic_measure_movement."
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// Outputs
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output OnEventFired(void) : "Fired when the event has been detected."
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]
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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//
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//
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@ -5317,6 +5407,13 @@
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0 : "No"
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0 : "No"
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1 : "Yes"
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1 : "Yes"
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]
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]
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generatelightmaps(choices) : "Generate (and use) lightmaps for this static prop" : 0 =
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[
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0 : "No"
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1 : "Yes"
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]
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lightmapresolutionx(integer) : "Lightmap Resolution X" : 32 : "The resolution of the generated lightmap in the X (or U) direction (only used if Generate Lightmaps is Yes) "
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lightmapresolutiony(integer) : "Lightmap Resolution Y" : 32 : "The resolution of the generated lightmap in the Y (or V) direction (only used if Generate Lightmaps is Yes) "
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]
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]
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@BaseClass = BaseFadeProp
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@BaseClass = BaseFadeProp
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@ -5363,7 +5460,6 @@
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// Inputs
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// Inputs
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input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation."
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input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation."
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input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter."
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input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter."
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input SetPlaybackRate(float) : "Set the playback rate for the animation."
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input SetBodyGroup(integer) : "Set the visible bodygroup, by index."
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input SetBodyGroup(integer) : "Set the visible bodygroup, by index."
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input TurnOn(void) : "Make the prop visible."
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input TurnOn(void) : "Make the prop visible."
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input TurnOff(void) : "Make the prop invisible."
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input TurnOff(void) : "Make the prop invisible."
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@ -6219,6 +6315,13 @@
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]
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]
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]
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]
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@SolidClass base(Trigger) = trigger_teleport_relative :
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"A trigger volume that teleports entities that touch it. Entities are teleported by Offset from their current position. Useful to get " +
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"objects out of situations where levels or entities suddenly appear interseting with them."
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[
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teleportoffset(vector) : "Offset (X Y Z)" : "0 0 0" : "The offset (in World-Space Coordinates X Y Z) to teleport the entity when the trigger is touched."
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]
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@SolidClass base(Targetname) = trigger_transition :
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@SolidClass base(Targetname) = trigger_transition :
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"A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+
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"A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+
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"give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+
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"give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+
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@ -6544,3 +6647,19 @@
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parm9(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type."
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parm9(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type."
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parm10(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type."
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parm10(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type."
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]
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]
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@SolidClass base(Trigger) = trigger_apply_impulse :
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"A trigger that adds impulse to touching entities."
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[
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impulse_dir(angle) : "Impulse Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touching entities."
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force(float) : "Impulse Force" : "300" : ""
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input ApplyImpulse(void) : "Apply impulse to touching entities"
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]
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@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = skybox_swapper :
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"An entity that precaches skybox materials and swaps them on trigger."
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[
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SkyboxName(string) : "Skybox Material Name" : "sky_halloween_night_01"
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input Trigger(void) : "Swap to this skybox."
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]
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@ -1,4 +1,4 @@
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. =======
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//
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//
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// Purpose: Half-Life 2 game definition file (.fgd)
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// Purpose: Half-Life 2 game definition file (.fgd)
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//
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//
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fogStart(float) : "Fog Start" : 2048 : "The near fog plane."
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fogStart(float) : "Fog Start" : 2048 : "The near fog plane."
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fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane."
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fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane."
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fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog."
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fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog."
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fogRadial(choices) : "Use Radial Fog?" : 0 =
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[
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0 : "No"
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1 : "Yes"
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]
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// Inputs
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// Inputs
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input ChangeFOV(string) : "Changes camera's FOV over time"
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input ChangeFOV(string) : "Changes camera's FOV over time"
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