Counter-Strike: Global Offensive.fgd: Difference between revisions
		
		
		
		
		
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 Note:Last modified March 16, 2021.
Note:Last modified March 16, 2021.
		
	
| Deprecated (talk | contribs) m (Added to Counter-Strike: Global Offensive category) | SirYodaJedi (talk | contribs)  No edit summary | ||
| (9 intermediate revisions by 7 users not shown) | |||
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| //====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= | This is the {{hammer|1}} [[FGD]] from {{csgo|4}}. The FGD file can be located here: {{path|...\common\Counter-Strike Global Offensive\bin\csgo|fgd|icon=file}} | ||
| {{note|Last modified March 16, 2021.}} | |||
| {{codeblock|src=csgo.fgd|lang=fgd|<nowiki>//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= | |||
| // | // | ||
| // Purpose: Counter-Strike: Source game definition file (.fgd)   | // Purpose: Counter-Strike: Source game definition file (.fgd)   | ||
| Line 7: | Line 11: | ||
| //============================================================================= | //============================================================================= | ||
| @include "base.fgd" | @include "</nowiki>[[Base.fgd/Counter-Strike:_Global_Offensive|base.fgd]]<nowiki>" | ||
| //------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
| Line 14: | Line 18: | ||
| // | // | ||
| //------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
| @BaseClass = Target   | @BaseClass = Target   | ||
| Line 179: | Line 182: | ||
| 	is_agressive(boolean) : "Is agressive?" : 0 : "Is the bot agreesive for his difficulty level?" | 	is_agressive(boolean) : "Is agressive?" : 0 : "Is the bot agreesive for his difficulty level?" | ||
| 	hide_radius(float) : "Hide Radius": 1000 : "Range around the spawn spot the bot will try to hide. Set to 0 to hold position and never try to hide." | 	hide_radius(float) : "Hide Radius": 1000 : "Range around the spawn spot the bot will try to hide. Set to 0 to hold position and never try to hide." | ||
| 	behavior_tree_file(string) : "Behavior Tree File" : "" : "The behavior tree file to use for this bot ( empty = classic AI )."  | |||
| ] | ] | ||
| Line 493: | Line 497: | ||
| @PointClass base(Weapon) studio("models/weapons/w_defuser.mdl") = item_defuser : "Defuse Kit" [] | @PointClass base(Weapon) studio("models/weapons/w_defuser.mdl") = item_defuser : "Defuse Kit" [] | ||
| @PointClass base(Weapon) studio("models/weapons/w_c4.mdl") = weapon_c4 : "C4 Bomb" [] | @PointClass base(Weapon) studio("models/weapons/w_c4.mdl") = weapon_c4 : "C4 Bomb" [] | ||
| @PointClass base(Weapon) studio("models/weapons/w_eq_healthshot_dropped.mdl") = weapon_healthshot : "Medi-Shot" [] | @PointClass base(Weapon) studio("models/weapons/w_eq_healthshot_dropped.mdl") = weapon_healthshot : "Medi-Shot" [] | ||
| @PointClass base(Weapon) studio("models/weapons/w_snip_scar20_dropped.mdl") = weapon_scar20 : "Scar20" [] | @PointClass base(Weapon) studio("models/weapons/w_snip_scar20_dropped.mdl") = weapon_scar20 : "Scar20" [] | ||
| @PointClass base(Weapon) studio("models/props_survival/repulsor/repulsor.mdl") = weapon_zone_repulsor : "Zone Repulsor Device" [] | |||
| //------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
| Line 529: | Line 533: | ||
| 	output OnBombDefuseAborted(void): "Fired when a player starts defusing and then stops" | 	output OnBombDefuseAborted(void): "Fired when a player starts defusing and then stops" | ||
| ] | ] | ||
| @PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : "Generic Actor NPC" | @PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : "Generic Actor NPC" | ||
| Line 632: | Line 635: | ||
| 	output On51Speakers(void)	: "Fired if player is using 5.1 speakers." | 	output On51Speakers(void)	: "Fired if player is using 5.1 speakers." | ||
| ] | ] | ||
| @BaseClass base(Targetname, Angles) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = Territory   | @BaseClass base(Targetname, Angles) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = Territory   | ||
| Line 642: | Line 644: | ||
| @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_hospital : "Hospital Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_hospital : "Hospital Territory Control Point" | ||
| [ | [ | ||
| ] | ] | ||
| @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_terrorist : "Terrorists' Base Territory Point (Non-Capturable)" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_terrorist : "Terrorists' Base Territory Point (Non-Capturable)" | ||
| [ | [ | ||
| ] | ] | ||
| @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_counterterrorist : "Counter-Terrorists' Base Territory Point (Non-Capturable)" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_counterterrorist : "Counter-Terrorists' Base Territory Point (Non-Capturable)" | ||
| [ | [ | ||
| ] | ] | ||
| Line 662: | Line 659: | ||
| @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_barracks : "Barracks Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_barracks : "Barracks Territory Control Point" | ||
| [ | [ | ||
| ] | ] | ||
| Line 668: | Line 664: | ||
| @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_bank : "Bank Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_bank : "Bank Territory Control Point" | ||
| [ | [ | ||
| ] | ] | ||
| Line 674: | Line 669: | ||
| @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_encryption : "Encryption Center Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_encryption : "Encryption Center Territory Control Point" | ||
| [ | [ | ||
| ] | ] | ||
| Line 680: | Line 674: | ||
| @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_surveillance : "Surveillance Center Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_surveillance : "Surveillance Center Territory Control Point" | ||
| [ | [ | ||
| ] | ] | ||
| Line 764: | Line 757: | ||
| 	input Unlock(void) : "Re-allow the player to enter or exit the vehicle." | 	input Unlock(void) : "Re-allow the player to enter or exit the vehicle." | ||
| ] | ] | ||
| @BaseClass base(BaseVehicle) = BaseDriveableVehicle | @BaseClass base(BaseVehicle) = BaseDriveableVehicle | ||
| Line 797: | Line 789: | ||
| 	] | 	] | ||
| ] | ] | ||
| @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable : | @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable : | ||
| Line 809: | Line 800: | ||
| ] | ] | ||
| @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_survival_logic :   | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_survival_logic :   | ||
| Line 945: | Line 935: | ||
| ] | ] | ||
| @SolidClass base(Targetname, Origin) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB."   | |||
| @SolidClass base(Targetname) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB."   | |||
| [ | [ | ||
| 	input BlockNav(string) : "Starts blocking nav areas." | 	input BlockNav(string) : "Starts blocking nav areas." | ||
| Line 979: | Line 968: | ||
| ] | ] | ||
| @BaseClass base(Targetname) = point_dz_itemspawn : | |||
| 	"Survival item spawn point.\n" | |||
| [ | |||
| ] | |||
| @PointClass base( | @PointClass base(Angles, point_dz_itemspawn) studio("models/props_survival/cases/case_heavy_weapon.mdl") = point_dz_weaponspawn : | ||
| 	"Survival weapon spawn point.\n" | 	"Survival weapon spawn point.\n" | ||
| [ | [ | ||
| Line 988: | Line 981: | ||
| ] | ] | ||
| @PointClass base( | @BaseClass base(Targetname) = point_dz_itemspawn_group :  | ||
| 	"Survival item spawn grouping.\n" | |||
| [ | |||
| 	radius(integer) : "Radius" : 512 | |||
| ] | |||
| @PointClass base(point_dz_itemspawn_group) sphere() = point_dz_weaponspawn_group :   | |||
| 	"Survival weapon spawn grouping.\n" | 	"Survival weapon spawn grouping.\n" | ||
| [ | [ | ||
| ] | |||
| @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = dangerzone_controller | |||
| 	: "Danger Zone Controller entity for mission-driven bomb explosions" | |||
| [ | |||
| 	dz_enabled(boolean) : "Enabled" : 1 : "Must be enabled when placed in the map" | |||
| 	dz_suppressbombalert(boolean) : "Suppress Bomb Alert" : 1 : "Disable if you need to generate alerts for players to activate their tablets" | |||
| 	dz_missioncontrolled(boolean) : "Mission Controls Explosions" : 1 : "Must be enabled for mission scripting flow to control explosions" | |||
| ] | ] | ||
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| 	radius(float) : "Radius" : 128 : "Area of denial radius" | 	radius(float) : "Radius" : 128 : "Area of denial radius" | ||
| ] | ] | ||
| [[Category: | @PointClass base(Targetname, Parentname) = game_dz_coop_manager : | ||
| 	"Manager for DZ coop missions." | |||
| [ | |||
| 	configFile(string) : "Config File" : "" : "Path to the KV3 configuration file." | |||
| 	input OnHostageFirstPickedUp(void) : "OnHostageFirstPickedUp" | |||
| 	input OnHostageRescued(void) : "OnHostageRescued" | |||
| ] | |||
| @PointClass base(Targetname, Parentname) studio("models/props_survival/crates/crate_ammobox.mdl") = prop_ammo_box_generic : | |||
| 	"Sharable ammo box." | |||
| [ | |||
| 	spawnflags(Flags) = | |||
| 	[ | |||
| 		1 : "Start constrained" : 0 | |||
| 	] | |||
| ] | |||
| @PointClass base(Targetname, Parentname) studio("models/props_survival/upgrades/upgrade_dz_armor.mdl") = prop_weapon_upgrade_armor: | |||
| 	"One time use armor activating on touch." | |||
| [ | |||
| ] | |||
| @PointClass base(Targetname, Parentname) studio("models/props_survival/upgrades/upgrade_heavy_armor.mdl") = prop_weapon_refill_heavyarmor: | |||
| 	"One time heavy armor refill activating with long use." | |||
| [ | |||
| 	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |||
| 	body(integer) : "Body" : 0 : "Some models have multiple bodygroups. Set this to a number other than 0 to use that bodygroup instead of the default." | |||
| ] | |||
| @PointClass base(Targetname, Parentname, Angles) studio() = prop_mapplaced_long_use_entity: | |||
| 	"A map placed entity which activates with long use." | |||
| [ | |||
| 	model(studio) report : "World Model" | |||
| 	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |||
| 	body(integer) : "Body" : 0 : "Some models have multiple bodygroups. Set this to a number other than 0 to use that bodygroup instead of the default." | |||
| 	sequence(integer) : "Sequence" : 0 : "Default animation sequence for the model to be playing after spawning." | |||
| 	// Long Use Configuration | |||
| 	pingtype(choices) : "Ping Type (int)" : 0 = | |||
| 	[ | |||
| 		0 : "Default" | |||
| 		3 : "Item" | |||
| 		4 : "Danger" | |||
| 		5 : "Helmet" | |||
| 		6 : "Armor" | |||
| 		7 : "Armor and Helmet" | |||
| 		8 : "Ammunition" | |||
| 		9 : "Radar Jammer" | |||
| 		10 : "ExoJump" | |||
| 		11 : "Parachute" | |||
| 		12 : "Contract" | |||
| 		13 : "Tablet Upgrade" | |||
| 		14 : "Money" | |||
| 	] | |||
| 	longuseactiontype(choices) : "Use Type (int)" : 0 = | |||
| 	[ | |||
| 		0 : "Disabled" | |||
| 		1 : "Defusing" | |||
| 		2 : "Defusing with Kit" | |||
| 		3 : "Hostage Pickup" | |||
| 		4 : "Hostage Drop-off" | |||
| 		5 : "Opening Safe" | |||
| 		6 : "Equipping Parachute" | |||
| 		7 : "Equipping Heavy Armor" | |||
| 		8 : "Equipping Contract" | |||
| 		9 : "Equipping Tablet Upgrade" | |||
| 		10 : "Taking off Heavy Armor" | |||
| 		11 : "Paying to Open Door" | |||
| 		12 : "Letting go of rope" | |||
| 		13 : "Equipping ExoJump" | |||
| 		14 : "Picking up Bump Mine" | |||
| 		15 : "Picking up Item" | |||
| 		16 : "Placing Item" | |||
| 	] | |||
| 	longuseduration(float) : "Use Duration (float)" : 0 : "How long the player must use this item until pickup, must be positive" | |||
| 	soundstartuse(string) : "Sound name" : "" : "Name of sound script empty to play when use begins, e.g. Player.PickupWeapon" | |||
| 	// Outputs | |||
| 	output OnUseCompleted(void) : "Fired when a player finishes the long use." | |||
| ] | |||
| @PointClass base(Weapon) studio("models/weapons/w_smg_mp5sd.mdl") = weapon_mp5sd : "MP5-SD"  | |||
| [ | |||
| ] | |||
| @PointClass base(Targetname, Parentname, Global, Angles, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) studio("models/chicken/chicken.mdl") = chicken : | |||
|     "Chicken AI entity." | |||
| [ | |||
|     Health(integer) : "Health" : 1 : "Set higher with damage to hurt to make chicken invincible." | |||
|     minhealthdmg(integer) : "Damage to hurt" : 1 : "Set higher with health to make chicken invincible." | |||
|     glowdist(integer)       : "Glow Distance" : 1024 | |||
|     glowenabled(boolean) : "Glow by default?" : 0 | |||
|     glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)." | |||
|     glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." = | |||
|     [ | |||
|         0 : "Default (through walls)" | |||
|         1 : "Shimmer (doesn't glow through walls)" | |||
|         2 : "Outline (doesn't glow through walls)" | |||
|         3 : "Outline Pulse (doesn't glow through walls)" | |||
|     ] | |||
|  	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |||
|     SetBodyGroup(choices) : "Chicken model": 0 : "Holiday submodels of chicken" = | |||
|     [ | |||
|         0 : "Default" | |||
|         1 : "Party Hat" | |||
|         2 : "Ghost" | |||
|         3 : "Sweater" | |||
|         4 : "Bunny ears" | |||
| 	5 : "Pumpkin head" | |||
|     ] | |||
|     input SetGlowEnabled(void) : "Starts the glow." | |||
|     input SetGlowDisabled(void) : "Stops the glow." | |||
|     input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>" | |||
|     input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)." | |||
|     input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)." | |||
|     input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)." | |||
|     output OnHealthChanged(void) : "Fires output when health changes." | |||
| ] | |||
| @PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera" | |||
| [ | |||
|     spawnflags(Flags) = | |||
|     [ | |||
|         1 : "Start Off" : 0  | |||
|     ] | |||
|     targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." | |||
|     FOV(float) : "FOV" : 90 : "Field of view in degrees" | |||
|     UseScreenAspectRatio(choices) : "Screen Aspect Ratio" : 0 = | |||
|     [ | |||
|         0 : "No" | |||
|         1 : "Yes" | |||
|     ]    | |||
|     fogEnable(choices) : "Fog Enable" : 0 = | |||
|     [ | |||
|         0 : "No" | |||
|         1 : "Yes" | |||
|     ]    | |||
|     fogColor(color255) : "Fog Color" : "0 0 0" | |||
|     fogStart(float) : "Fog Start" : 2048 : "The near fog plane." | |||
|     fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane." | |||
|     fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog." | |||
|     // Inputs | |||
|     input ChangeFOV(string) : "Changes camera's FOV over time" | |||
|     input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off." | |||
|     input SetOn(void) : "Turn the camera on." | |||
|     input SetOff(void) : "Turn the camera off." | |||
| ] | |||
| @SolidClass base(func_brush) = func_monitor : | |||
|     "A monitor that renders the view from a given point_camera entity." | |||
| [ | |||
|     target(target_destination) : "Camera name" | |||
|     // Inputs | |||
|     input Toggle(void) : "Toggle - If on, turn off, if off, turn on." | |||
|     input Enable(void) : "Enable." | |||
|     input Disable(void) : "Disable." | |||
|     input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map." | |||
| ] | |||
| @PointClass base(Angles) = mapvetopick_controller : | |||
| 	"Map veto controller." | |||
| [ | |||
| 	// Outputs | |||
| 	output OnMapVetoed(string) : "Triggered when a map is vetoed (multiple times at once)" | |||
| 	output OnMapPicked(string) : "Triggered when a map is picked to be played (usually one)" | |||
| 	output OnSidesPicked(integer) : "Triggered when sides are decided (0 = stay, 1 = switch)" | |||
| 	output OnNewPhaseStarted(integer) : "Triggered when new veto pick phase starts ( n = phase )" | |||
| 	output OnLevelTransition(integer) : "Triggered when level transition begins ( n = phase )" | |||
| ] | |||
| </nowiki>}} | |||
| [[Category:Valve FGDs]] | |||
| [[Category:Source 1 FGDs]] | |||
| [[Category:Counter-Strike: Global Offensive]] | [[Category:Counter-Strike: Global Offensive]] | ||
Latest revision as of 18:39, 20 March 2025

 
This is the Hammer FGD from  Counter-Strike: Global Offensive. The FGD file can be located here:
 Counter-Strike: Global Offensive. The FGD file can be located here: 
...\common\Counter-Strike Global Offensive\bin\csgo.fgd
 Note:Last modified March 16, 2021.
Note:Last modified March 16, 2021.






















