Day of Defeat Source.fgd

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The latest official FGD for Day of Defeat: Source Day of Defeat: Source.

dod.fgd
Forge Game Data
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: Day of Defeat: Source game definition file (.fgd) // //============================================================================= @include "base.fgd" //------------------------------------------------------------------------- // // Base Classes // //------------------------------------------------------------------------- @BaseClass = Target [ target(target_destination) : "Target" ] @BaseClass = TeamNum [ TeamNum(choices) : "Team Number (int)" : 0 = [ 2 : "Allies" 3 : "Axis" ] input SetTeam(integer) : "Changes the entity's team" ] @FilterClass base(BaseFilter) size(-8 -8 -8, 8 8 8) = filter_activator_team : "A filter that filters by the team of the activator." [ filterteam(choices) : "Filter Team Number" : 2 : "The team number to filter by. If the filter mode is Allow, only entities whose "+ "team number matches the given team will pass the filter. If the filter mode is Disallow, "+ "all entities EXCEPT those whose team number matches the given team will pass the filter." = [ 2 : "Allies" 3 : "Axis" ] ] //------------------------------------------------------------------------- // // Point Classes // //------------------------------------------------------------------------- @PointClass base(Angles,Targetname,EnableDisable) studio("models/editor/playerstart.mdl") = info_player_allies : "This entity marks the start point for Allied players." [ ] @PointClass base(Angles,Targetname,EnableDisable) studio("models/editor/playerstart.mdl") = info_player_axis : "This entity marks the start point for Axis players." [ ] @PointClass base(EnableDisable) = info_doddetect : "DoD Gamerules" [ //Respawn factor //============== detect_allies_respawnfactor(string) : "Allies Respawn delay factor" : "1.0" detect_axis_respawnfactor(string) : "Axis Respawn delay factor" : "1.0" detect_allies_startroundvoice(choices) : "Start round command for Allies" : 0 = [ 0 : "Attack" 1 : "Defend" 2 : "Beach" 3 : "Timed Attack" 4 : "Timed Defend" 5 : "Flags" ] detect_axis_startroundvoice(choices) : "Start round command for Axis" : 0 = [ 0 : "Attack" 1 : "Defend" 2 : "Beach" 3 : "Timed Attack" 4 : "Timed Defend" 5 : "Flags" ] ] @PointClass base(Targetname,TeamNum) = dod_scoring : "Custom Scoring" [ point_give_delay(integer) : "Seconds between point gives" : 60 point_give_amount(integer) : "Points to give each time" : 1 point_give_max_times(integer) : "Max number of times to give points" : 10 input GiveTickPoints(integer) : "Give tick points to the selected team" ] @PointClass base(Targetname,EnableDisable) = dod_control_point_master : "Control Point Master" [ cpm_use_timer(choices) : "Use round timer?" : 0 = [ 0 : "No" 1 : "Yes" ] cpm_timer_length(integer) : "Round timer length in seconds" : 300 cpm_timer_team(choices) : "Which team wins when timer expires" : 0 = [ 0 : "Neither" 2 : "Allies" 3 : "Axis" ] output OnAlliesWin(void) : "Output sent when Allies win the round" output OnAxisWin(void) : "Output sent when Axis win the round" input AddTimerSeconds(integer) : "Add seconds to the duration of the round timer" ] @PointClass base(Targetname) iconsprite("editor/env_soundscape.vmt") = dod_location : "Location" [ location_name(string) : "Name of this location" : "" ] @PointClass base(EnableDisable,Targetname,Angles) studio("models/mapmodels/flags.mdl") = dod_control_point : "Control Point" [ spawnflags(flags) = [ 1: "Hide Control Point on HUD" : 0 2: "Start with model hidden" : 0 4: "Give tick points for bombs remaining" : 0 ] point_printname(string) : "LOCALIZED name to print on the hud" : "TODO: Set Name" point_timedpoints_allies(integer) : "Time based point value for Allies" : 0 point_timedpoints_axis(integer) : "Time based point value for Axis" : 0 point_default_owner(choices) : "Default Owner of the control point" : 0 = [ 0 : "Neither" 2 : "Allies" 3 : "Axis" ] point_axis_capsound(sound) : "Sound Made when Axis captures" : "" point_allies_capsound(sound) : "Sound Made when Allies captures" : "" point_resetsound(sound) : "Sound Made when point resets" : "" point_allies_model(studio) : "Allies Model" : "models/mapmodels/flags.mdl" : "Model when Allies own point" point_allies_model_bodygroup(integer) : "Allies model bodygroup" : 1 point_axis_model(studio) : "Axis Model" : "models/mapmodels/flags.mdl" : "Model when Axis own point" point_axis_model_bodygroup(integer) : "Axis model bodygroup" : 0 point_reset_model(studio) : "Reset Model" : "models/mapmodels/flags.mdl" : "Model when point reset" point_reset_model_bodygroup(integer) : "Reset model bodygroup" : 3 output OnAlliesCap(void) : "Send when owner is changed to allies" output OnAxisCap(void) : "Send when owner is changed to axis" output OnCapReset(void) : "Send when owner is changed to neutral" output AlliesCapturePoint(void) : "Send when Allies capture this point" output AxisCapturePoint(void) : "Send when Allies capture this point" point_group(integer) : "Group Index" : 0 point_index(integer) : "Index of this point ( unique )" : 0 point_hud_icon_neutral(material) : "Hud icon material when noone owns point" : "sprites/obj_icons/icon_obj_neutral" point_hud_icon_axis(material) : "Hud icon material when Axis own point" : "sprites/obj_icons/icon_obj_axis" point_hud_icon_allies(material) : "Hud icon material when Allies own point" : "sprites/obj_icons/icon_obj_allies" point_hud_icon_timercap(material) : "Hud icon - bomb planted" : "sprites/obj_icons/icon_obj_neutral" point_hud_icon_bombed(material) : "Hud icon - point destroyed" : "sprites/obj_icons/icon_obj_neutral" input HideModel(void) : "Hide the control point model" input ShowModel(void) : "Show the control point model again" point_num_bombs(choices) : "Number of Bombs required to destroy" : 0 = [ 0 : "0" 1 : "1" 2 : "2" 3 : "3" ] ] //------------------------------------------------------------------------- // // Solid Classes // //------------------------------------------------------------------------- // This is not in base.fgd, but is in dod.fgd, so any changes should be made to both files! @SolidClass = func_ladder : "Ladder. Players will be able to freely along this brush, as if it was a ladder. If you are using a model prop " + "for the visual representation of the ladder in the map, apply the toolsinvisibleladder material to the " + "func_ladder brush." [ ] @SolidClass base(EnableDisable,Targetname) = dod_capture_area : "Capture Area" [ area_allies_cancap(choices) : "Can Allies Cap?" : 1 = [ 1 : "Yes" 0 : "No" ] area_axis_cancap(choices) : "Can Axis Cap?" : 1 = [ 1 : "Yes" 0 : "No" ] area_allies_numcap(integer) : "Number of Allies to cap" : 1 area_axis_numcap(integer) : "Number of Axis to cap" : 1 area_time_to_cap(integer) : "Time to cap (sec)" : 5 output OnAlliesStartCap(void) : "Sent when Allies start capture" output OnAlliesBreakCap(void) : "Sent when Allies break capture" output OnAlliesEndCap(void) : "Sent when Allies end capture" output OnAxisStartCap(void) : "Sent when Axis start capture" output OnAxisBreakCap(void) : "Sent when Axis break capture" output OnAxisEndCap(void) : "Sent when Axis end capture" output OnStartCap(void) : "Sent when either team starts capture" output OnBreakCap(void) : "Sent when either team break capture" output OnEndCap(void) : "Sent when either team end capture" area_cap_point(target_source) : "Name of the control point this area is linked to" : "" ] @PointClass base(EnableDisable,Angles,Targetname) studio("models/weapons/w_tnt_red.mdl") = dod_bomb_target : "Bomb Target" [ target_control_point(target_source) : "Target CP" : "" bombing_team(choices) : "Bombing Team" : 2 = [ 2 : "U.S. Army" 3 : "Wermacht" ] output OnBombTargetActivated(void) : "Send when bomb target becomes active" output OnBombTargetDeactivated(void) : "Send when bomb target becomes inactive" output OnBombPlanted(void) : "Send when bomb is planted at this target" output OnBombExploded(void) : "Send when timer expires and bomb explodes" output OnBombDefused(void) : "Send when bomb is completely defused" add_timer_seconds(integer) : "Add To Timer (sec)" : 0 ] @SolidClass base(EnableDisable,Targetname) = dod_bomb_dispenser : "Bomb Dispenser Area" [ dispense_team(choices) : "Team to give bombs to" : 0 = [ 0 : "Both Teams" 2 : "U.S. Army Only" 3 : "Wermacht Only" ] ] @SolidClass = func_team_wall : "Team Blocker Wall" [ blockteam(choices) : "Team to block" : 0 = [ 0 : "Neither" 2 : "U.S. Army Only" 3 : "Wermacht Only" ] ] @SolidClass base(Targetname, Parentname, TeamNum) = func_teamblocker : "Walls that players of a certain team are unable to pass through" [ spawnflags(flags) = [ 2: "Don't show hint when touched" : 0 ] ]