Base.fgd/Garry's Mod: Difference between revisions
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{{Subpage|[[Base.fgd]]}} | |||
{{LanguageBar|title={{mono|base.fgd}} (Garry's Mod)}} | |||
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= | This is the [[base.fgd]] file from {{gmod|4}}. | ||
The file can be located here: | |||
{{path|...\common\GarrysMod\bin\base|fgd|icon=file}} | |||
=== FGDs === | |||
{{Textfile|fgd}} | |||
{{codeblock|style=1|src=halflife2.fgd|lang=fgd|<nowiki>//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= | |||
// | // | ||
// Purpose: General game definition file (.fgd) | // Purpose: General game definition file (.fgd) | ||
// | // | ||
//============================================================================= | //============================================================================= | ||
Line 17: | Line 26: | ||
@BaseClass = Angles | @BaseClass = Angles | ||
[ | [ | ||
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, " + | 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, " + | ||
"yaw is the rotation around the Z axis, roll is the rotation around the X axis." | "yaw is the rotation around the Z axis, roll is the rotation around the X axis." | ||
Line 23: | Line 32: | ||
@BaseClass = GMODSandbox | @BaseClass = GMODSandbox | ||
[ | [ | ||
gmod_allowphysgun(choices) : "Allow Physics Gun" : 1 : "If set, players cannot use Physics Gun on this entity." = | gmod_allowphysgun(choices) : "Allow Physics Gun" : 1 : "If set, players cannot use Physics Gun on this entity." = | ||
[ | [ | ||
Line 31: | Line 40: | ||
gmod_allowtools(string) : "Sandbox Tool Whitelist" : "" : "If set, only given tools can be used on this entity.\nYou need to supply the tool class names, the names of the .lua files of those tools.\nThis also includes the context menu properties!" | gmod_allowtools(string) : "Sandbox Tool Whitelist" : "" : "If set, only given tools can be used on this entity.\nYou need to supply the tool class names, the names of the .lua files of those tools.\nThis also includes the context menu properties!" | ||
] | |||
// All CBaseAnimating entities | |||
@BaseClass = GMODLightOrigin | |||
[ | |||
lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_target entity to specify a location to sample lighting from, instead of using this entity's origin." | |||
lightingoriginhack(target_destination) : "Lighting Origin (Relative)" : "" : "Select an info_lighting_relative to specify a location to sample lighting from, instead of using this entity's origin." | |||
input SetLightingOrigin(target_destination) : "Sets the lighting origin entity. This will make this entity sample lighting from the given entity's position" | |||
input SetLightingOriginHack(target_destination) : "Sets the relative lighting origin entity. This will make this entity sample lighting from the given entity's position" | |||
] | |||
// Also all CBaseAnimating entities | |||
@BaseClass = GMODModelScale | |||
[ | |||
modelscale(float) : "Model Scale" : "1.0" : "Scales the model by precentage given. 1 = 100%, 0.5 = 50%, 2 = 200%, etc." | |||
input SetModelScale(float) : "Scales the model by precentage given. 1 = 100%, 0.5 = 50%, 2 = 200%, etc." | |||
] | ] | ||
@BaseClass = Origin | @BaseClass = Origin | ||
[ | [ | ||
origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin." | origin(origin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin." | ||
] | ] | ||
@BaseClass | @BaseClass = ToggleDraw | ||
[ | [ | ||
input DisableDraw(void) : "Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value." | |||
input EnableDraw(void) : "Remove the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value." | |||
] | |||
disableshadows(choices) : "Disable | @BaseClass = Shadow | ||
[ | |||
disableshadows(choices) : "Disable shadows" : 0 : "Used to disable dynamic shadows on this entity." = | |||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
disableflashlight(boolean) : "Disable flashlight" : 0 : "Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity." | |||
input DisableShadow(void) : "Turn shadow off." | |||
input EnableShadow(void) : "Turn shadow on." | |||
input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from projected textures (flashlights)." | |||
input EnableReceivingFlashlight(void) : "This object may recieve light or shadows from projected textures (flashlights)." | |||
] | |||
@BaseClass base(GMODSandbox, ToggleDraw, Shadow) = Studiomodel | |||
[ | |||
model(*studio) : "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." | |||
// Inputs | // Inputs | ||
Line 66: | Line 110: | ||
] | ] | ||
@BaseClass = Targetname | @BaseClass = Targetname | ||
[ | [ | ||
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." | targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." | ||
// Inputs | // Inputs | ||
input Kill(void) : "Removes this entity from the world." | input Kill(void) : "Removes this entity from the world." | ||
input Use(void) : "Simulates player USE on the target entity." | |||
input KillHierarchy(void) : "Removes this entity and all its children from the world." | input KillHierarchy(void) : "Removes this entity and all its children from the world." | ||
input AddOutput(string) : "Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care." | input AddOutput(string) : "Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care." | ||
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input FireUser3(void) : "Causes this entity's OnUser3 output to be fired." | input FireUser3(void) : "Causes this entity's OnUser3 output to be fired." | ||
input FireUser4(void) : "Causes this entity's OnUser4 output to be fired." | input FireUser4(void) : "Causes this entity's OnUser4 output to be fired." | ||
input ClearAllOutputs(string) : "Deletes all outputs on this entity. If a string is given, will use the string as a wildcard to limit removed outputs by name matches." | |||
// Outputs | // Outputs | ||
output OnUser1(void) : "Fired in response to FireUser1 input." | output OnUser1(void) : "Fired in response to FireUser1 input." | ||
output OnUser2(void) : "Fired in response to FireUser2 input." | output OnUser2(void) : "Fired in response to FireUser2 input." | ||
Line 87: | Line 133: | ||
@BaseClass = Parentname | @BaseClass = Parentname | ||
[ | [ | ||
parentname(target_destination) : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent." | parentname(target_destination) : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent." | ||
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input SetParentAttachmentMaintainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached." | input SetParentAttachmentMaintainOffset(string) : "Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached." | ||
input ClearParent(void) : "Removes this entity from the the movement hierarchy, leaving it free to move independently." | input ClearParent(void) : "Removes this entity from the the movement hierarchy, leaving it free to move independently." | ||
input SetLocalOrigin(string) : "Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount." | |||
input SetLocalAngles(string) : "Set this entity's angles, relative to its parent if it has one." | |||
] | ] | ||
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@BaseClass = EnableDisable | @BaseClass = EnableDisable | ||
[ | [ | ||
StartDisabled( | StartDisabled(boolean) : "Start Disabled" : 0 : "If set to 1/Yes, the entity will be disabled on spawn." | ||
// Inputs | // Inputs | ||
Line 117: | Line 162: | ||
] | ] | ||
@BaseClass | @BaseClass = RenderFxChoices | ||
[ | [ | ||
renderfx(choices) :"Render FX" : 0 = | renderfx(choices) :"Render FX" : 0 = | ||
Line 144: | Line 189: | ||
] | ] | ||
@BaseClass base(RenderFxChoices) = RenderFields | |||
@BaseClass base(RenderFxChoices) = RenderFields | |||
[ | [ | ||
rendermode(choices) : "Render Mode" : 0 : "Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'." = | rendermode(choices) : "Render Mode" : 0 : "Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'." = | ||
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// BETWEEN DXLEVELS!!!! | // BETWEEN DXLEVELS!!!! | ||
@BaseClass = DXLevelChoice | @BaseClass = DXLevelChoice | ||
[ | [ | ||
mindxlevel(choices) : "Minimum DX Level" : 0 = | mindxlevel(choices) : "Minimum DX Level" : 0 = | ||
[ | [ | ||
0 : "default (lowest)" | 0 : "default (lowest)" | ||
Line 198: | Line 231: | ||
95 : "dx9 SM3.0" | 95 : "dx9 SM3.0" | ||
] | ] | ||
maxdxlevel(choices) : "Maximum DX Level" : 0 = | maxdxlevel(choices) : "Maximum DX Level" : 0 = | ||
[ | [ | ||
0 : "default (highest)" | 0 : "default (highest)" | ||
Line 221: | Line 254: | ||
] | ] | ||
@BaseClass = Global | @BaseClass = Global | ||
[ | [ | ||
globalname(string) : "Global Entity Name" : "" : "Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state." | globalname(string) : "Global Entity Name" : "" : "Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state." | ||
] | ] | ||
// Base class for env_global | // Base class for env_global | ||
@BaseClass base(Targetname) = EnvGlobal : | @BaseClass base(Targetname) = EnvGlobal : | ||
"An entity to control a global game state, with an optional associated counter, that persists across level transitions." | "An entity to control a global game state, with an optional associated counter, that persists across level transitions." | ||
[ | [ | ||
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2 : "Dead" | 2 : "Dead" | ||
] | ] | ||
counter(integer) : "Counter" : 0 : "An integer counter value associated with this global." | counter(integer) : "Counter" : 0 : "An integer counter value associated with this global." | ||
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@BaseClass = DamageFilter | @BaseClass = DamageFilter | ||
[ | [ | ||
damagefilter(target_destination) : "Damage Filter" : "" : "Name of the filter entity that controls which entities can damage us." | damagefilter(target_destination) : "Damage Filter" : "" : "Name of the filter entity that controls which entities can damage us." | ||
input SetDamageFilter(string) : "Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter." | input SetDamageFilter(string) : "Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter." | ||
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] | ] | ||
@BaseClass base(Targetname, DamageFilter, Shadow, GMODSandbox) = Breakable | @BaseClass base(Targetname, DamageFilter, Shadow, GMODSandbox, GMODModelScale) = Breakable | ||
[ | [ | ||
ExplodeDamage(float) : "Explosion Damage" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'." | ExplodeDamage(float) : "Explosion Damage" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'." | ||
Line 285: | Line 318: | ||
3 : "Reduced gibs" | 3 : "Reduced gibs" | ||
] | ] | ||
BreakModelMessage(string) : "Break Model Message" : "" : "If set, will use this break model message instead of the normal break behavior." | BreakModelMessage(string) : "Break Model Message" : "" : "If set, will use this break model message instead of the normal break behavior." | ||
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input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break." | input AddHealth(integer) : "Adds health to the breakable. If the breakable's health reaches zero it will break." | ||
input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break." | input RemoveHealth(integer) : "Removes health from the breakable. If the breakable's health reaches zero it will break." | ||
input EnablePhyscannonPickup(void) : "Makes the breakable able to picked up by the | input EnablePhyscannonPickup(void) : "Makes the breakable able to picked up by the Gravity Gun." | ||
input DisablePhyscannonPickup(void) : "Makes the breakable not able to picked up by the | input DisablePhyscannonPickup(void) : "Makes the breakable not able to picked up by the Gravity Gun." | ||
input SetMass(float) : "Set mass of this object." | input SetMass(float) : "Set mass of this object." | ||
// Outputs | // Outputs | ||
output OnBreak(void) : "Fired when this breakable breaks." | output OnBreak(void) : "Fired when this breakable breaks." | ||
output OnTakeDamage(void) : "Fired each time this breakable takes any damage." | output OnTakeDamage(void) : "Fired each time this breakable takes any damage." | ||
output OnHealthChanged(float) : "Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]." | output OnHealthChanged(float) : "Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1]." | ||
output OnPhysCannonDetach(void) : "Fired when the | output OnPhysCannonDetach(void) : "Fired when the Gravity Gun has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using." | ||
output OnPhysCannonAnimatePreStarted(void) : "Fired when this prop starts playing the Pre | output OnPhysCannonAnimatePreStarted(void) : "Fired when this prop starts playing the Pre Gravity Gun-pull activity, caused by the player trying to grab this prop with the Gravity Gun. Only fired if the ACT_PHYSCANNON_ANIMATE_PRE activity is defined in the model this breakable is using." | ||
output OnPhysCannonAnimatePullStarted(void) : "Fired when this prop starts playing the | output OnPhysCannonAnimatePullStarted(void) : "Fired when this prop starts playing the Gravity Gun-pull activity, caused by the player trying to grab this prop with the Gravity Gun. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre pull anim, this will be fired after the Pre anim has finished playing." | ||
output OnPhysCannonPullAnimFinished(void) : "Fired when this prop has finished playing the | output OnPhysCannonPullAnimFinished(void) : "Fired when this prop has finished playing the Gravity Gun-pull activity, caused by the player trying to grab this prop with the Gravity Gun. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre & Post pull anims, this will be fired after the Post anim has finished playing." | ||
output OnPhysCannonAnimatePostStarted(void) : "Fired when this prop starts playing the Post | output OnPhysCannonAnimatePostStarted(void) : "Fired when this prop starts playing the Post Gravity Gun-pull activity. Only fired if the ACT_PHYSCANNON_ANIMATE_POST activity is defined in the model this breakable is using." | ||
] | ] | ||
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0: "Glass" | 0: "Glass" | ||
1: "Wood" | 1: "Wood" | ||
2: "Metal" | 2: "Metal" | ||
3: "Flesh" | 3: "Flesh" | ||
4: "CinderBlock" | 4: "CinderBlock" | ||
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spawnobject(choices) : "Spawn On Break" : 0 : "When broken, an entity of the selected type will be created." = | spawnobject(choices) : "Spawn On Break" : 0 : "When broken, an entity of the selected type will be created." = | ||
[ | [ | ||
1: "item_battery" | 1: "item_battery" | ||
2: "item_healthkit" | 2: "item_healthkit" | ||
3: "item_ammo_pistol" | 3: "item_ammo_pistol" | ||
4: "item_ammo_pistol_large" | 4: "item_ammo_pistol_large" | ||
5: "item_ammo_smg1" | 5: "item_ammo_smg1" | ||
6: "item_ammo_smg1_large" | 6: "item_ammo_smg1_large" | ||
7: "item_ammo_ar2" | 7: "item_ammo_ar2" | ||
8: "item_ammo_ar2_large" | 8: "item_ammo_ar2_large" | ||
9: "item_box_buckshot" | 9: "item_box_buckshot" | ||
10: "item_flare_round" | 10: "item_flare_round" | ||
11: "item_box_flare_rounds" | 11: "item_box_flare_rounds" | ||
12: "item_ml_grenade" | 12: "item_ml_grenade" | ||
13: "item_smg1_grenade" | 13: "item_smg1_grenade" | ||
14: "item_box_sniper_rounds" | 14: "item_box_sniper_rounds" | ||
15: "unused1" | 15: "unused1" | ||
16: "weapon_stunstick" | 16: "weapon_stunstick" | ||
17: "weapon_ar1" | 17: "weapon_ar1" | ||
18: "weapon_ar2" | 18: "weapon_ar2" | ||
19: "unused2" | 19: "unused2" | ||
20: "weapon_ml" | 20: "weapon_ml" | ||
21: "weapon_smg1" | 21: "weapon_smg1" | ||
22: "weapon_smg2" | 22: "weapon_smg2" | ||
23: "weapon_slam" | 23: "weapon_slam" | ||
24: "weapon_shotgun" | 24: "weapon_shotgun" | ||
25: "weapon_molotov" | 25: "weapon_molotov" | ||
26: "item_dynamic_resupply" | 26: "item_dynamic_resupply" | ||
] | ] | ||
explodemagnitude(integer) : "Explode Magnitude" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage." | explodemagnitude(integer) : "Explode Magnitude" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage." | ||
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] | ] | ||
@BaseClass base(Targetname, Angles, RenderFields, DamageFilter, ResponseContext, Shadow, GMODSandbox) color(0 200 200) = BaseNPC | @BaseClass base(Targetname, Angles, RenderFields, DamageFilter, ResponseContext, Shadow, GMODSandbox, GMODLightOrigin, GMODModelScale, ToggleDraw) color(0 200 200) = BaseNPC | ||
[ | [ | ||
target(target_destination) : "Target Path Corner" : : "If set, the name of a path corner entity that this NPC will walk to, after spawning." | target(target_destination) : "Target Path Corner" : : "If set, the name of a path corner entity that this NPC will walk to, after spawning." | ||
Line 438: | Line 471: | ||
] | ] | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Wait Till Seen" : 0 | 1 : "Wait Till Seen" : 0 | ||
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enemyfilter(target_destination) : "Enemy Filter" : "" : "Filter by which to filter potential enemies" | enemyfilter(target_destination) : "Enemy Filter" : "" : "Filter by which to filter potential enemies" | ||
ignoreunseenenemies(choices) : "Ignore unseen enemies" : 0 : "Prefer visible enemies, regardless of distance or relationship priority" = | ignoreunseenenemies(choices) : "Ignore unseen enemies" : 0 : "Prefer visible enemies, regardless of distance or relationship priority" = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
Line 485: | Line 518: | ||
// Outputs | // Outputs | ||
output OnDamaged(void) : "Fired when this NPC takes damage." | output OnDamaged(void) : "Fired when this NPC takes damage." | ||
output OnDeath(void) : "Fired when this NPC is killed." | output OnDeath(void) : "Fired when this NPC is killed." | ||
output OnHalfHealth(void) : "Fired when this NPC reaches half of its maximum health." | output OnHalfHealth(void) : "Fired when this NPC reaches half of its maximum health." | ||
output OnHearWorld(void) : "Fired when this NPC hears a sound (other than combat or the player)." | output OnHearWorld(void) : "Fired when this NPC hears a sound (other than combat or the player)." | ||
Line 534: | Line 567: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : | @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : | ||
"NPC Spawn Destination. (Consult npc_template_maker help for more info)" | "NPC Spawn Destination. (Consult npc_template_maker help for more info)" | ||
[ | [ | ||
Line 552: | Line 585: | ||
] | ] | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
// Only in npc__maker, npc_template_maker uses flag from template NPC | // Only in npc__maker, npc_template_maker uses flag from template NPC | ||
Line 564: | Line 597: | ||
SpawnFrequency(string) : "Frequency" : "5" : "How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies." | SpawnFrequency(string) : "Frequency" : "5" : "How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies." | ||
MaxLiveChildren(integer) : "Max Live NPCs" : 5 : "Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied." | MaxLiveChildren(integer) : "Max Live NPCs" : 5 : "Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied." | ||
// Outputs | // Outputs | ||
output OnSpawnNPC(string) : "Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC." | output OnSpawnNPC(string) : "Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC." | ||
output OnAllSpawned(void) : "Fired when the spawned is exhausted (all children have been spawned)." | output OnAllSpawned(void) : "Fired when the spawned is exhausted (all children have been spawned)." | ||
output OnAllSpawnedDead(void) : "Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died." | output OnAllSpawnedDead(void) : "Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died." | ||
Line 582: | Line 615: | ||
] | ] | ||
@PointClass base(BaseNPCMaker) iconsprite("editor/npc_maker.vmt") = npc_template_maker : | @PointClass base(BaseNPCMaker) iconsprite("editor/npc_maker.vmt") = npc_template_maker : | ||
"An entity that creates NPCs. The NPCs it creates are clones of a template NPC. NPCs are spawned around this maker's origin, or at specified destination points." | "An entity that creates NPCs. The NPCs it creates are clones of a template NPC. NPCs are spawned around this maker's origin, or at specified destination points." | ||
[ | [ | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
256 : "Always use radius spawn" : 0 | 256 : "Always use radius spawn" : 0 | ||
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spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
// AWAIT INPUT will make the helicopter spawn disabled, awaiting | // AWAIT INPUT will make the helicopter spawn disabled, awaiting | ||
// the "Activate" input to start acting. | // the "Activate" input to start acting. | ||
32 : "No Rotorwash" : 0 | 32 : "No Rotorwash" : 0 | ||
Line 650: | Line 683: | ||
@BaseClass color(0 255 0) = PlayerClass [] | @BaseClass color(0 255 0) = PlayerClass [] | ||
@BaseClass | @BaseClass = LightInputs | ||
[ | [ | ||
_light(color255) : "Brightness" : "255 255 255 200" | // Inputs | ||
_lightHDR(color255) : " | input TurnOn(void) : "Turn the light on." | ||
_lightscaleHDR(float) : " | input TurnOff(void) : "The the light off." | ||
style(Choices) : "Appearance" : 0 = | input Toggle(void) : "Toggle the light's current state." | ||
input SetPattern(string) : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." | |||
input FadeToPattern(string) : "Fades from first value in old pattern, to first value in the new given pattern. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." | |||
] | |||
@BaseClass color(180 10 180) base(LightInputs) = Light | |||
[ | |||
_light(color255) : "Color and Brightness" : "255 255 255 200" : "Color (RGB) and Brightness (W) for this light. Last number is the brightness." | |||
_lightHDR(color255) : "Color and Brightness (HDR)" : "-1 -1 -1 1" : "Color and Brightness for HDR map compiles. Leave as '-1 -1 -1 1' to use the SDR values." | |||
_lightscaleHDR(float) : "HDR Brightness scale" : "1" : "Amount to scale the light by when compiling for HDR." | |||
style(Choices) : "Appearance" : 0 : "Preset flashing patterns for the light." = | |||
[ | [ | ||
0 : "Normal" | 0 : "Normal" | ||
Line 679: | Line 722: | ||
// GMOD: GOPORT | // GMOD: GOPORT | ||
_castentityshadow(Choices) : "Cast entity shadows" : 0 : "Objects illuminated by this light will cast a directional shadow." = | _castentityshadow(Choices) : "Cast entity shadows" : 0 : "Objects illuminated by this light will cast a directional shadow. This option requires the accompanying setting in shadow_control entity to be enabled." = | ||
[ | [ | ||
0 : "Don't affect entity shadow angles" | 0 : "Don't affect entity shadow angles" | ||
1 : "Affect entity shadow angles" | 1 : "Affect entity shadow angles" | ||
] | ] | ||
] | ] | ||
@BaseClass = Node | @BaseClass = Node | ||
[ | [ | ||
nodeid(integer) readonly : "Node ID" | nodeid(integer) readonly : "Node ID" | ||
] | ] | ||
@BaseClass base(Node) = HintNode | @BaseClass base(Node) = HintNode | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
65536: "Allow jump up" : 0 | 65536: "Allow jump up" : 0 | ||
] | ] | ||
hinttype(choices) : "Hint" : 0 = | hinttype(choices) : "Hint" : 0 = | ||
[ | [ | ||
0 : "None" | 0 : "None" | ||
Line 749: | Line 785: | ||
1002: "HL1 World: Human Blood" | 1002: "HL1 World: Human Blood" | ||
1003: "HL1 World: Alien Blood" | 1003: "HL1 World: Alien Blood" | ||
// 1100: "CS Hostage: Escape Point" | // 1100: "CS Hostage: Escape Point" | ||
] | ] | ||
Line 773: | Line 809: | ||
Group(string) : "Hint Group" : "" : "If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group." | Group(string) : "Hint Group" : "" : "If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group." | ||
TargetNode(node_dest) : "Target node" : -1 : "The node ID of an associated target node, if any." | |||
IgnoreFacing(choices) : "Ignore Facing" : 2 : "Don't pay attention to the facing of the node. May not apply to a given hint type." = | IgnoreFacing(choices) : "Ignore Facing" : 2 : "Don't pay attention to the facing of the node. May not apply to a given hint type." = | ||
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@BaseClass base(Targetname, Parentname, Origin, EnableDisable, Global) = TriggerOnce | @BaseClass base(Targetname, Parentname, Origin, EnableDisable, Global) = TriggerOnce | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
1: "Clients" : 1 | 1: "Clients" : 1 | ||
Line 840: | Line 876: | ||
chaptertitle(string) : "Chapter Title Message" : "" : "Chapter Title that appears onscreen when this level starts." | chaptertitle(string) : "Chapter Title Message" : "" : "Chapter Title that appears onscreen when this level starts." | ||
startdark(choices) : "Level Fade In" : 0 = | startdark(choices) : "Level Fade In" : 0 = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
gametitle(choices) : "Display Game Title" : 0 : "Game Title that appears onscreen when this level starts." = | gametitle(choices) : "Display Game Title" : 0 : "Game Title that appears onscreen when this level starts." = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
newunit(choices) : "New Level Unit" : 0 : "Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels." = | newunit(choices) : "New Level Unit" : 0 : "Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels." = | ||
[ | [ | ||
0 : "No, keep current" | 0 : "No, keep current" | ||
1 : "Yes, clear previous levels" | 1 : "Yes, clear previous levels" | ||
] | ] | ||
maxoccludeearea(float) : "Max occludee area" : "0" : "[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen." | maxoccludeearea(float) : "Max occludee area" : "0" : "[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen." | ||
minoccluderarea(float) : "Min occluder area" : "0" : "[Used on PC] Prevents occluders from being used if they take up less than X% of the screen." | minoccluderarea(float) : "Min occluder area" : "0" : "[Used on PC] Prevents occluders from being used if they take up less than X% of the screen." | ||
maxoccludeearea_x360(float) : "Max occludee area (Xbox)" : "0" : "[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen." | maxoccludeearea_x360(float) : "Max occludee area (Xbox)" : "0" : "[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen." | ||
minoccluderarea_x360(float) : "Min occluder area (Xbox)" : "0" : "[Used on 360] Prevents occluders from being used if they take up less than X% of the screen." | minoccluderarea_x360(float) : "Min occluder area (Xbox)" : "0" : "[Used on 360] Prevents occluders from being used if they take up less than X% of the screen." | ||
maxpropscreenwidth(float) : "Start Fade Pixels" : -1 : "Number of pixels wide at which all props in the level start to fade (<0 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified." | maxpropscreenwidth(float) : "Start Fade Pixels" : -1 : "Number of pixels wide at which all props in the level start to fade (<0 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified." | ||
minpropscreenwidth(float) : "End Fade Pixels" : 0 : "Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified." | minpropscreenwidth(float) : "End Fade Pixels" : 0 : "Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified." | ||
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detailmaterial(string) : "Detail material file" : "detail/detailsprites" : "Material for detail sprites to use for drawing detail props" | detailmaterial(string) : "Detail material file" : "detail/detailsprites" : "Material for detail sprites to use for drawing detail props" | ||
coldworld(choices) : "World is cold" : 0 = | coldworld(choices) : "World is cold" : 0 = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
Line 876: | Line 912: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@SolidClass base(Targetname, worldbase, ResponseContext) = worldspawn : | @SolidClass base(Targetname, worldbase, ResponseContext) = worldspawn : | ||
"This is the world entity. Each map can only contain one, and it's automatically created for you." | "This is the world entity. Each map can only contain one, and it's automatically created for you." | ||
[ | [ | ||
Line 883: | Line 919: | ||
@PointClass base(Targetname) iconsprite("editor/ambient_generic.vmt") sphere() = ambient_generic : "Universal ambient sound. Use it to play and control a single sound." | @PointClass base(Targetname) iconsprite("editor/ambient_generic.vmt") sphere() = ambient_generic : "Universal ambient sound. Use it to play and control a single sound." | ||
[ | [ | ||
message(sound) : "Sound Name" : "" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames." | message(*sound) : "Sound Name" : "" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames." | ||
health(integer) : "Volume" : 10 : " | radius(string) : "Max Audible Distance" : "1250" : "Maximum distance at which this sound is audible." | ||
preset(choices) :"Dynamic Presets" : 0 = | |||
health(integer) : "Volume" : 10 : "Target sound volume, expressed as a range from 0 to 10, where 10 is the loudest." | |||
volstart(integer) : "Start Volume" : 0 : "Starting volume (0-10) for fade in purposes." | |||
fadeinsecs(integer) : "Fade in time in seconds (0-100)" : 0 : "Volume fade in time in seconds. 0 means instant." | |||
fadeoutsecs(integer) : "Fade out time in seconds (0-100)" : 0 : "Volume fade out time in seconds. 0 means instant." | |||
pitch(integer) : "Pitch" : 100 : "Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch." | |||
pitchstart(integer) : "Start Pitch" : 100 : "Starting pitch (0-255) for fade in purposes." | |||
spinup(integer) : "Spin up time (0-100)" : 0 : "Pitch fade in time in seconds. 0 means instant." | |||
spindown(integer) : "Spin down time (0-100)" : 0 : "Pitch fade in time in seconds. 0 means instant." | |||
cspinup(integer) : "Incremental Spinup Count" : 0 // NEEDHELP | |||
SourceEntityName(target_destination) : "SourceEntityName" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic." | |||
preset(choices) :"Dynamic Presets" : 0 : "Various DSP (Digital Signal Processing) effects that can be applied." = | |||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 891: | Line 940: | ||
2: "Big Machine" | 2: "Big Machine" | ||
3: "Machine" | 3: "Machine" | ||
4: "Slow Fade in" | 4: "Slow Fade in" | ||
5: "Fade in" | 5: "Fade in" | ||
6: "Quick Fade in" | 6: "Quick Fade in" | ||
Line 916: | Line 965: | ||
27: "Haunted" | 27: "Haunted" | ||
] | ] | ||
lfotype(integer) : "LFO type" : 0 : "Type of Low Frequency Oscillation to employ. 0=Off 1=Square wave 2=Triangle wave 3=Random" | |||
lforate(integer) : "LFO rate (0-1000)" : 0 : "How frequently the LFO effect repeats itself." | |||
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 : "Affects the sound pitch or vibrato. Higher numbers change the pitch more; warbling singers use little, police sirens use a lot." | |||
lfomodvol(integer) : "LFO mod vol (0-100)" : 0 : "Affects the volume of the sound, causing it to 'pulse.' Similar to tremolo. At a really high rate, this can make the same effect as talking through fan blades." | |||
lforate(integer) : "LFO rate (0-1000)" : 0 | |||
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0 | |||
lfomodvol(integer) : "LFO mod vol (0-100)" : 0 | |||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
Line 935: | Line 977: | ||
32:"Is NOT Looped": 1 | 32:"Is NOT Looped": 1 | ||
] | ] | ||
// Inputs | // Inputs | ||
Line 947: | Line 988: | ||
] | ] | ||
@SolidClass base(Targetname) sphere(DisappearDist) = func_lod : | @SolidClass base(Targetname, GMODSandbox) sphere(DisappearDist) = func_lod : | ||
"Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons." | "Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons." | ||
[ | [ | ||
DisappearMinDist(float) : "Disappear Distance Start" : 2000 : "Distance at which these brushes should start fading out." | |||
DisappearMaxDist(float) : "Disappear Distance End" : 2800 : "Distance at which these brushes should finish fading out." | |||
Solid(choices) : "Solid" : 0 : "Set whether or not these brushes should collide with other entities." = | Solid(choices) : "Solid" : 0 : "Set whether or not these brushes should collide with other entities." = | ||
[ | [ | ||
Line 958: | Line 1,000: | ||
] | ] | ||
@PointClass base(Targetname) = env_zoom : | @PointClass base(Targetname) = env_zoom : | ||
"An entity that can be used to control the player's FOV. Useful for scenes where the player's view is being controlled, or player-usable binoculars/telescopes, etc." | "An entity that can be used to control the player's FOV. Useful for scenes where the player's view is being controlled, or player-usable binoculars/telescopes, etc." | ||
[ | [ | ||
Line 974: | Line 1,016: | ||
] | ] | ||
@PointClass base(Targetname) = env_screenoverlay: | @PointClass base(Targetname) = env_screenoverlay: | ||
"An entity that can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc." | "An entity that can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc." | ||
[ | [ | ||
Line 1,019: | Line 1,061: | ||
] | ] | ||
@PointClass base(Targetname) = env_texturetoggle : | @PointClass base(Targetname) iconsprite("editor/env_texturetoggle.vmt") = env_texturetoggle : | ||
"An entity that allows you to change the textures on other brush-built entities." | "An entity that allows you to change the textures on other brush-built entities." | ||
[ | [ | ||
target(target_destination) : "Target Brush(es)." | target(target_destination) : "Target Brush(es)." | ||
// Inputs | // Inputs | ||
Line 1,029: | Line 1,071: | ||
] | ] | ||
@PointClass base(Targetname, Angles) = env_splash : | @PointClass base(Targetname, Angles) = env_splash : | ||
"An entity that creates a splash effect at its origin. If the 'find water surface' spawnflag is set, it will instead trace down below itself to find the water surface on which to create splashes." | "An entity that creates a splash effect at its origin. If the 'find water surface' spawnflag is set, it will instead trace down below itself to find the water surface on which to create splashes." | ||
[ | [ | ||
Line 1,044: | Line 1,086: | ||
] | ] | ||
@PointClass base(Parentname) color(180 10 180) = env_particlelight : | @PointClass base(Parentname) color(180 10 180) = env_particlelight : | ||
"An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types." | "An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types." | ||
[ | [ | ||
Color(color255) : "Color" : "255 0 0" : "Color emitted by this light." | Color(color255) : "Color" : "255 0 0" : "Color emitted by this light." | ||
Intensity(integer) : "Intensity" : 5000 | Intensity(integer) : "Intensity" : 5000 | ||
Line 1,059: | Line 1,101: | ||
] | ] | ||
@PointClass base(Targetname, Angles) color(255 0 0) = env_sun : | @PointClass base(Targetname, Angles) color(255 0 0) iconsprite("editor/env_sun.vmt") = env_sun : | ||
"An entity to control & draw a sun effect in the sky." | "An entity to control & draw a sun effect in the sky." | ||
[ | [ | ||
target(target_destination) : "Viewer entity" : : "Name of an entity used to determine where the sun is in the skybox. The sun should be lined up on a line from this entity to the env_sun entity." | target(target_destination) : "Viewer entity" : : "Name of an entity used to determine where the sun is in the skybox. The sun should be lined up on a line from this entity to the env_sun entity." | ||
use_angles(choices) : "UseAngles" : 0 : "The old way to orient env_sun is to point it at a target. The new way is to specify the angles. If you use the new way, set this property to YES." = | use_angles(choices) : "UseAngles" : 0 : "The old way to orient env_sun is to point it at a target. The new way is to specify the angles. If you use the new way, set this property to YES." = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
Line 1,074: | Line 1,116: | ||
rendercolor(color255) : "Sun Color (R G B)" : "100 80 80" | rendercolor(color255) : "Sun Color (R G B)" : "100 80 80" | ||
overlaycolor(color255) : "Overlay Color (R G B)" : "0 0 0" : "A value of 0 0 0 will act the old way." | overlaycolor(color255) : "Overlay Color (R G B)" : "0 0 0" : "A value of 0 0 0 will act the old way." | ||
size(integer) : "Size" : 16 | size(integer) : "Size" : 16 | ||
overlaysize(integer) : "Overlay Size" : -1 : "A value of -1 means the overlay will act the old way." | overlaysize(integer) : "Overlay Size" : -1 : "A value of -1 means the overlay will act the old way." | ||
material(sprite) : "Material Name" : "sprites/light_glow02_add_noz" : "Material of the inner glow." | material(sprite) : "Material Name" : "sprites/light_glow02_add_noz" : "Material of the inner glow." | ||
overlaymaterial(sprite) : "Overlay Material Name" : "sprites/light_glow02_add_noz" : "Material of the overlay glow." | overlaymaterial(sprite) : "Overlay Material Name" : "sprites/light_glow02_add_noz" : "Material of the overlay glow." | ||
Line 1,089: | Line 1,131: | ||
] | ] | ||
@PointClass base(Targetname) = game_ragdoll_manager : | @PointClass base(Targetname) = game_ragdoll_manager : | ||
"An entity to control the number of ragdolls in the world, for performance reasons." | "An entity to control the number of ragdolls in the world, for performance reasons." | ||
[ | [ | ||
MaxRagdollCount(integer) : "Max Ragdoll Count" : -1 : "Sets the max number of ragdolls that can be in the world at a time (if they are flagged to fade). Set to -1 if you want to use the default value (g_ragdoll_maxcount)." | MaxRagdollCount(integer) : "Max Ragdoll Count" : -1 : "Sets the max number of ragdolls that can be in the world at a time (if they are flagged to fade). Set to -1 if you want to use the default value (g_ragdoll_maxcount)." | ||
MaxRagdollCountDX8(integer) : "Max Ragdoll Count DX8" : -1 : "Sets the max number of ragdolls that can be in the world at a time on DX8 hardware (if they are flagged to fade). Set to -1 if you want to use the 'Max Ragdoll Count' value." | MaxRagdollCountDX8(integer) : "Max Ragdoll Count DX8" : -1 : "Sets the max number of ragdolls that can be in the world at a time on DX8 hardware (if they are flagged to fade). Set to -1 if you want to use the 'Max Ragdoll Count' value." | ||
SaveImportant(choices) : "Save Important Ragdolls" : 0 : "Should the ragdoll manager make sure ally ragdolls aren't deleted?" = | SaveImportant(choices) : "Save Important Ragdolls" : 0 : "Should the ragdoll manager make sure ally ragdolls aren't deleted?" = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
// Inputs | // Inputs | ||
input SetMaxRagdollCount(integer) : "Set the Max Ragdoll Count." | input SetMaxRagdollCount(integer) : "Set the Max Ragdoll Count." | ||
Line 1,106: | Line 1,148: | ||
] | ] | ||
@PointClass base(Targetname) = game_gib_manager : "An entity to control the number of gibs in the world, for performance reasons." | @PointClass base(Targetname) = game_gib_manager : "An entity to control the number of gibs in the world, for performance reasons." | ||
[ | [ | ||
maxpieces(integer) : "Max Gib Count" : -1 : "Sets the max number of gib that can be spawned at a time. (-1=no limit)" | maxpieces(integer) : "Max Gib Count" : -1 : "Sets the max number of gib that can be spawned at a time. (-1=no limit)" | ||
Line 1,115: | Line 1,157: | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
input SetMaxPieces(integer) : "Set the max gib count." | input SetMaxPieces(integer) : "Set the max gib count." | ||
input SetMaxPiecesDX8(integer) : "Set the max gib count under DX8." | input SetMaxPiecesDX8(integer) : "Set the max gib count under DX8." | ||
] | ] | ||
@PointClass base(Parentname, Targetname, Angles) color(255 128 0) studio("models/editor/axis_helper_thick.mdl") = env_lightglow : | @PointClass base(Parentname, Targetname, Angles) color(255 128 0) studio("models/editor/axis_helper_thick.mdl") = env_lightglow : | ||
"An entity that puts an additive glow in the world, mostly used over light sources." | "An entity that puts an additive glow in the world, mostly used over light sources." | ||
[ | [ | ||
Line 1,141: | Line 1,183: | ||
] | ] | ||
@PointClass base(Parentname, Angles) color(255 255 255) = env_smokestack : | @PointClass base(Parentname, Angles) color(255 255 255) = env_smokestack : | ||
"An entity that spits out a constant stream of smoke. See particlezoo.vmf for sample usage. You can place up to two env_particlelight entities near the smoke stack to add ambient light to its particles." | "An entity that spits out a constant stream of smoke. See particlezoo.vmf for sample usage. You can place up to two env_particlelight entities near the smoke stack to add ambient light to its particles." | ||
[ | [ | ||
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." | targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." | ||
InitialState(choices) : "Initial State" : 0 = | InitialState(choices) : "Initial State" : 0 = | ||
[ | [ | ||
0 : "Off" | 0 : "Off" | ||
Line 1,164: | Line 1,206: | ||
twist(integer) : "Twist" : 0 : "The amount, in degrees per second, that the smoke particles twist around the origin." | twist(integer) : "Twist" : 0 : "The amount, in degrees per second, that the smoke particles twist around the origin." | ||
roll(float) : "Roll Speed": 0 : "Amount of roll in degrees per second." | roll(float) : "Roll Speed": 0 : "Amount of roll in degrees per second." | ||
rendercolor(color255) : "Base Color (R G B)" : "255 255 255" | rendercolor(color255) : "Base Color (R G B)" : "255 255 255" | ||
renderamt(integer) : "Translucency" : 255 | renderamt(integer) : "Translucency" : 255 | ||
// Inputs | // Inputs | ||
input TurnOn(void) : "Turn on the smokestack." | input TurnOn(void) : "Turn on the smokestack." | ||
Line 1,179: | Line 1,221: | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/env_fade") = env_fade : | @PointClass base(Targetname) iconsprite("editor/env_fade") = env_fade : | ||
"An entity that controls screen fades." | "An entity that controls screen fades." | ||
[ | [ | ||
Line 1,186: | Line 1,228: | ||
1: "Fade From" : 0 | 1: "Fade From" : 0 | ||
2: "Modulate" : 0 | 2: "Modulate" : 0 | ||
4: "Activator only" : 0 | |||
8: "Stay Out" : 0 | 8: "Stay Out" : 0 | ||
] | ] | ||
duration(string) : "Duration (seconds)" : "2" : "The time that it will take to fade the screen in or out." | duration(string) : "Duration (seconds)" : "2" : "The time that it will take to fade the screen in or out." | ||
holdtime(string) : "Hold Fade (seconds)" : "0" : "The time to hold the faded in/out state." | holdtime(string) : "Hold Fade (seconds)" : "0" : "The time to hold the faded in/out state." | ||
renderamt(integer) : "Fade Alpha" : 255 : "Alpha of the fade, where 0 = fully transparent and 255 = fully opaque." | renderamt(integer) : "Fade Alpha" : 255 : "Alpha of the fade, where 0 = fully transparent and 255 = fully opaque." | ||
rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" | rendercolor(color255) : "Fade Color (R G B)" : "0 0 0" | ||
// Inputs | // Inputs | ||
input Fade(void) : "Start the screen fade." | input Fade(void) : "Start the screen fade." | ||
Line 1,200: | Line 1,243: | ||
] | ] | ||
@PointClass base(Targetname) = env_player_surface_trigger : | @PointClass base(Targetname) = env_player_surface_trigger : | ||
"An entity that monitors the material of the surface the player is standing on, and fires outputs whenever it changes to/from a specific material." | "An entity that monitors the material of the surface the player is standing on, and fires outputs whenever it changes to/from a specific material." | ||
[ | [ | ||
Line 1,221: | Line 1,264: | ||
78 : "Sand" | 78 : "Sand" | ||
] | ] | ||
spawnflags(flags) = | |||
[ | |||
1: "Trigger on player(s) leaving ground" : 0 | |||
2: "Set output activator to the player (Warning: may cause unexpected behavior change)" : 0 | |||
] | |||
// Inputs | // Inputs | ||
input Enable(void) : "Start watching the player's surface." | input Enable(void) : "Start watching the player's surface." | ||
Line 1,231: | Line 1,280: | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/env_tonemap_controller.vmt") = env_tonemap_controller : | @PointClass base(Targetname) iconsprite("editor/env_tonemap_controller.vmt") = env_tonemap_controller : | ||
"An entity that controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes." | "An entity that controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes." | ||
[ | [ | ||
// GMOD: Shouldn't we expose all the values as KeyValues? | |||
spawnflags(flags) = | |||
[ | |||
1 : "Master - For use with trigger_tonemap. If no other tonemapper is active, default to this one (good for outdoors)." : 0 | |||
] | |||
// Inputs | // Inputs | ||
input SetTonemapScale( | input SetTonemapScale(float) : "Set the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open." | ||
input BlendTonemapScale(string) : "Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open." | input BlendTonemapScale(string) : "Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open." | ||
input UseDefaultAutoExposure(void) : "Revert to using the default tonemap auto exposure." | input UseDefaultAutoExposure(void) : "Revert to using the default tonemap auto exposure." | ||
Line 1,244: | Line 1,300: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) sweptplayerhull() = func_useableladder : | @PointClass base(Targetname, Parentname) sweptplayerhull() = func_useableladder : | ||
"A Half-Life 2 ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder. \n\n" + | "A Half-Life 2 ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder. \n\n" + | ||
"See also 'info_ladder_dismount', used to specify ladder auto-dismount points.\n\n" + | "See also 'info_ladder_dismount', used to specify ladder auto-dismount points.\n\n" + | ||
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] | ] | ||
@PointClass base(Targetname, Parentname, Angles) size( -16 -16 0, 16 16 72 ) color(127 127 127) = func_ladderendpoint : | @PointClass base(Targetname, Parentname, Angles) size( -16 -16 0, 16 16 72 ) color(127 127 127) = func_ladderendpoint : | ||
"An entity used to specify the endpoints of a ladder. This entity is functional, but has been replaced by the " + | "An entity used to specify the endpoints of a ladder. This entity is functional, but has been replaced by the " + | ||
"easier-to-use func_useableladder entity. Left in only for backwards-compatibility!\n\n" + | "easier-to-use func_useableladder entity. Left in only for backwards-compatibility!\n\n" + | ||
"To be valid, a full sized player hull traced between the start and end points must not be obstructed at level " + | "To be valid, a full sized player hull traced between the start and end points must not be obstructed at level " + | ||
"activation time. The angle determines in which direction the player leaves the ladder if the player presses the " + | "activation time. The angle determines in which direction the player leaves the ladder if the player presses the " + | ||
"+jump button.\n\n" + | "+jump button.\n\n" + | ||
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] | ] | ||
@PointClass base(Parentname) size( -16 -16 0, 16 16 4 ) color(255 128 255)= info_ladder_dismount : | @PointClass base(Parentname) size( -16 -16 0, 16 16 4 ) color(255 128 255)= info_ladder_dismount : | ||
"An entity to handle endpoints for multiple ladders that are too close to each other." | "An entity to handle endpoints for multiple ladders that are too close to each other." | ||
[ | [ | ||
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] | ] | ||
@SolidClass base(Targetname) color(0 128 255) sphere(FadeStartDist) sphere(FadeDist) = func_areaportalwindow : | @SolidClass base(Targetname) color(0 128 255) sphere(FadeStartDist) sphere(FadeDist) = func_areaportalwindow : | ||
"An entity that can be used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the parts inside the area will not be drawn. The 'target' brush model should enclose the func_areaportal window so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model." | "An entity that can be used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the parts inside the area will not be drawn. The 'target' brush model should enclose the func_areaportal window so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model." | ||
[ | [ | ||
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BackgroundBModel(string) : "Foreground bmodel" : "" : "(Optional) brush model that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it." | BackgroundBModel(string) : "Foreground bmodel" : "" : "(Optional) brush model that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it." | ||
PortalVersion(integer) readonly : "Portal Version" : 1 : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features." | PortalVersion(integer) readonly : "Portal Version" : 1 : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features." | ||
// Inputs | // Inputs | ||
input SetFadeStartDistance(integer) : "Set fade start distance." | input SetFadeStartDistance(integer) : "Set fade start distance." | ||
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] | ] | ||
@SolidClass base(Targetname, RenderFields, Global, Shadow) = func_wall : | @SolidClass base(Targetname, RenderFields, Global, Shadow) = func_wall : | ||
"Legacy support. Use func_brush instead." | "Legacy support. Use func_brush instead." | ||
[ | [ | ||
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | ||
] | ] | ||
@SolidClass base(Targetname, EnableDisable) = func_clip_vphysics : | @SolidClass base(Targetname, EnableDisable) = func_clip_vphysics : | ||
"A brush entity that's considered solid to vphysics." | "A brush entity that's considered solid to vphysics." | ||
[ | [ | ||
filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity." | filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity." | ||
] | ] | ||
@SolidClass base(Targetname, Parentname, Origin, RenderFields, Global, Inputfilter, EnableDisable, Shadow) = func_brush : | @SolidClass base(Targetname, Parentname, Origin, RenderFields, Global, Inputfilter, EnableDisable, Shadow, GMODSandbox) = func_brush : | ||
"An brush built entity with various features." | "An brush built entity with various features." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 1,339: | Line 1,395: | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
solidbsp(choices) : "Solid BSP" : 0 : "Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush." = | solidbsp(choices) : "Solid BSP" : 0 : "Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush." = | ||
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0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
vrad_brush_cast_shadows(choices) : "Shadows" : 0 : "Set this if this brush casts lightmap shadows." = | vrad_brush_cast_shadows(choices) : "Shadows" : 0 : "Set this if this brush casts lightmap shadows." = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
input Alpha(integer) : "Sets the brush's alpha value." | input Alpha(integer) : "Sets the brush's alpha value." | ||
input SetExcluded( string ) : "Change the NPC class excluded from collisions" | input SetExcluded( string ) : "Change the NPC class excluded from collisions" | ||
input SetInvert( integer ) : "Set the state of invversion for NPC class exclusion (0 or 1)" | input SetInvert( integer ) : "Set the state of invversion for NPC class exclusion (0 or 1)" | ||
// GMOD: Exists in engine but not in default fgd | |||
input Toggle(void) : "Toggle enabled state of this entity." | |||
] | ] | ||
Line 1,375: | Line 1,434: | ||
] | ] | ||
@PointClass base(vgui_screen_base) size(-4 -4 -4, 4 4 4) = vgui_screen : | @PointClass base(vgui_screen_base) size(-4 -4 -4, 4 4 4) = vgui_screen : | ||
"A VGUI screen. Useful for in-world monitors." | "A VGUI screen. Useful for in-world monitors." | ||
[ | [ | ||
] | ] | ||
Line 1,389: | Line 1,448: | ||
maxslidetime(float) : "Max Slide Time" : "0.5" : "Maximum amount of random time that a slide is displayed." | maxslidetime(float) : "Max Slide Time" : "0.5" : "Maximum amount of random time that a slide is displayed." | ||
cycletype(choices) : "Cycle Type" : 0 = | cycletype(choices) : "Cycle Type" : 0 = | ||
[ | [ | ||
0 : "Random" | 0 : "Random" | ||
Line 1,396: | Line 1,455: | ||
] | ] | ||
nolistrepeat(choices) : "No List Repeat" : 0 = | nolistrepeat(choices) : "No List Repeat" : 0 = | ||
[ | [ | ||
0 : "Allow List Repeats" | 0 : "Allow List Repeats" | ||
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//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(Targetname, Parentname, Angles, RenderFxChoices, RenderFields) studio() = cycler : | @PointClass base(Targetname, Parentname, Angles, RenderFxChoices, RenderFields) studio() = cycler : | ||
"An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations." | "An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations." | ||
[ | [ | ||
Line 1,460: | Line 1,519: | ||
lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins." | lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins." | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Repeatable" : 0 | 1 : "Repeatable" : 0 | ||
Line 1,469: | Line 1,528: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LightningStart, targetname, LightningEnd) = env_beam : | @PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LightningStart, targetname, LightningEnd) = env_beam : | ||
"An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around." | "An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around." | ||
[ | [ | ||
Line 1,478: | Line 1,537: | ||
BoltWidth(float) : "Width of beam" : 2 : "Pixel width of the beam." | BoltWidth(float) : "Width of beam" : 2 : "Pixel width of the beam." | ||
NoiseAmplitude(float) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam." | NoiseAmplitude(float) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam." | ||
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the beam." | texture(*sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the beam." | ||
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam." | TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam." | ||
framerate(integer) : "Frames per 10 seconds" : 0 : "Framerate at which the beam texture should animate, if it has multiple frames." | framerate(integer) : "Frames per 10 seconds" : 0 : "Framerate at which the beam texture should animate, if it has multiple frames." | ||
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spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
1 : "Start On" : 0 | 1 : "Start On" : 0 | ||
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TouchType(choices) : "Touch Type (tripwire)" : 0 : "If you want the beam to fire an output when touched by entities, choose the entity type here." = | TouchType(choices) : "Touch Type (tripwire)" : 0 : "If you want the beam to fire an output when touched by entities, choose the entity type here." = | ||
[ | [ | ||
0 : "Not a tripwire" | 0 : "Not a tripwire" | ||
1 : "Player Only" | 1 : "Player Only" | ||
Line 1,533: | Line 1,592: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_beverage : | @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_beverage : | ||
"HL1 Legacy: Beverage Dispenser." | "HL1 Legacy: Beverage Dispenser." | ||
[ | [ | ||
health(integer) : "Capacity" : 10 : "Number of cans in the dispenser." | health(integer) : "Capacity" : 10 : "Number of cans in the dispenser." | ||
beveragetype(choices) : "Beverage Type" : 0 = | beveragetype(choices) : "Beverage Type" : 0 = | ||
[ | [ | ||
0 : "Coca-Cola" | 0 : "Coca-Cola" | ||
Line 1,551: | Line 1,610: | ||
] | ] | ||
@SolidClass base(Targetname, Parentname, Angles) = env_embers : | @SolidClass base(Targetname, Parentname, Angles) = env_embers : | ||
"An entity used to create a volume in which to spawn fire embers." | "An entity used to create a volume in which to spawn fire embers." | ||
[ | [ | ||
particletype(choices) : "Ember type" : 0 = | particletype(choices) : "Ember type" : 0 = | ||
Line 1,564: | Line 1,623: | ||
lifetime(integer) : "Particle Lifetime (seconds)" : 4 | lifetime(integer) : "Particle Lifetime (seconds)" : 4 | ||
speed(integer) : "Particle Speed (units per second)" : 32 | speed(integer) : "Particle Speed (units per second)" : 32 | ||
rendercolor(color255) : "Ember Color (R G B)" : "255 255 255" | rendercolor(color255) : "Ember Color (R G B)" : "255 255 255" | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Start On" : 0 | 1 : "Start On" : 0 | ||
Line 1,573: | Line 1,632: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) = env_funnel : | @PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) = env_funnel : | ||
"HL1 Legacy: Large Portal Funnel" | "HL1 Legacy: Large Portal Funnel" | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 1,582: | Line 1,641: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : | @PointClass base(Targetname, Parentname) size(-16 -16 -16, 16 16 16) color(255 0 0) = env_blood : | ||
"An entity used to spawn blood effects." | "An entity used to spawn blood effects." | ||
[ | [ | ||
spraydir(angle) : "Spray Direction (Pitch Yaw Roll)" : "0 0 0" : "The general direction that the blood should spray and the direction to trace to apply the decal." | spraydir(angle) : "Spray Direction (Pitch Yaw Roll)" : "0 0 0" : "The general direction that the blood should spray and the direction to trace to apply the decal." | ||
Line 1,590: | Line 1,649: | ||
0 : "Red (Human)" | 0 : "Red (Human)" | ||
1 : "Yellow (Alien)" | 1 : "Yellow (Alien)" | ||
2 : "Green (Alien)" | |||
3 : "Mech/Robotic" | |||
4 : "Antlion" | |||
5 : "Zombie" | |||
6 : "Antlion Worker" | |||
] | ] | ||
amount(string) : "Amount of blood (damage to simulate)" : "100" | amount(string) : "Amount of blood (damage to simulate)" : "100" | ||
Line 1,599: | Line 1,663: | ||
8: "Spray decals" : 0 | 8: "Spray decals" : 0 | ||
// dvs: support these flags | // dvs: support these flags | ||
16: "Cloud" : 0 | |||
32: "Drops" : 0 | |||
64: "Gore" : 0 | |||
] | ] | ||
Line 1,608: | Line 1,672: | ||
] | ] | ||
@SolidClass base(Targetname, Parentname) = env_bubbles : | @SolidClass base(Targetname, Parentname) = env_bubbles : | ||
"An entity used to create a volume in which to spawn bubbles." | "An entity used to create a volume in which to spawn bubbles." | ||
[ | [ | ||
density(integer) : "Bubble density" : 2 | density(integer) : "Bubble density" : 2 | ||
frequency(integer) : "Bubble frequency" : 2 | frequency(integer) : "Bubble frequency" : 2 | ||
current(integer) : "Speed of Current" : 0 : "The speed of the water current in the volume, used to move the bubbles." | current(integer) : "Speed of Current" : 0 : "The speed of the water current in the volume, used to move the bubbles." | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Start Off" : 0 | 1 : "Start Off" : 0 | ||
Line 1,628: | Line 1,692: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) iconsprite("editor/env_explosion.vmt") = env_explosion : | @PointClass base(Targetname, Parentname) iconsprite("editor/env_explosion.vmt") = env_explosion : | ||
"An entity that creates an explosion at its origin." | "An entity that creates an explosion at its origin." | ||
[ | [ | ||
iMagnitude(Integer) : "Magnitude" : 100 : "The amount of damage done by the explosion." | iMagnitude(Integer) : "Magnitude" : 100 : "The amount of damage done by the explosion." | ||
Line 1,666: | Line 1,730: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) color(200 50 0) size(-8 -8 -8, 8 8 8) = env_smoketrail : | @PointClass base(Targetname, Parentname) color(200 50 0) size(-8 -8 -8, 8 8 8) = env_smoketrail : | ||
"An entity that creates a smoke trail." | "An entity that creates a smoke trail." | ||
[ | [ | ||
opacity(float) : "Sprite Opacity" : "0.75" : "Opacity of the sprites (range from 0 - 1)." | opacity(float) : "Sprite Opacity" : "0.75" : "Opacity of the sprites (range from 0 - 1)." | ||
Line 1,687: | Line 1,751: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) sphere() sphere(inner_radius) iconsprite("editor/env_physexplosion.vmt") = env_physexplosion : | @PointClass base(Targetname, Parentname) sphere() sphere(inner_radius) iconsprite("editor/env_physexplosion.vmt") = env_physexplosion : | ||
"An entity that creates an explosion at its origin. If the no-damage spawnflag is set, the explosion won't be visible, but will apply force to any physics objects within its radius." | "An entity that creates an explosion at its origin. If the no-damage spawnflag is set, the explosion won't be visible, but will apply force to any physics objects within its radius." | ||
[ | [ | ||
Line 1,707: | Line 1,771: | ||
// Inputs | // Inputs | ||
input Explode(void) : "Trigger the explosion." | input Explode(void) : "Trigger the explosion." | ||
// Outputs | // Outputs | ||
output OnPushedPlayer(void) : "Fires when the player is pushed by the explosion." | output OnPushedPlayer(void) : "Fires when the player is pushed by the explosion." | ||
] | ] | ||
@PointClass base(Targetname, Parentname) line(255 255 255, targetname, directionentityname) iconsprite("editor/env_physexplosion.vmt") = env_physimpact : | @PointClass base(Targetname, Parentname) line(255 255 255, targetname, directionentityname) iconsprite("editor/env_physexplosion.vmt") = env_physimpact : | ||
"An entity that will cause a physics impact on another entity." | "An entity that will cause a physics impact on another entity." | ||
[ | [ | ||
Line 1,734: | Line 1,798: | ||
// This has been disabled until it can be reimplemented, destroyed, or renamed - jdw | // This has been disabled until it can be reimplemented, destroyed, or renamed - jdw | ||
//@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_splash : | //@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_splash : | ||
// "Can be used to create either a spash effect or a stream of falling or spurting liquid." + | // "Can be used to create either a spash effect or a stream of falling or spurting liquid." + | ||
// "Will create a splash decal on the collided surface the same color as the liquid" | // "Will create a splash decal on the collided surface the same color as the liquid" | ||
Line 1,763: | Line 1,827: | ||
//] | //] | ||
@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_fire") color(0 180 0) = env_fire : | @PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_fire") color(0 180 0) = env_fire : | ||
"An entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread." | "An entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread." | ||
[ | [ | ||
Line 1,799: | Line 1,863: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) iconsprite("editor/env_firesource") color(255 255 0) sphere(fireradius) = env_firesource : | @PointClass base(Targetname, Parentname) iconsprite("editor/env_firesource") color(255 255 0) sphere(fireradius) = env_firesource : | ||
"An entity that provides heat to all nearby env_fire entities. Cannot be extinguished." | "An entity that provides heat to all nearby env_fire entities. Cannot be extinguished." | ||
[ | [ | ||
Line 1,815: | Line 1,879: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(255 255 0) sphere(fireradius) = env_firesensor : | @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) color(255 255 0) sphere(fireradius) = env_firesensor : | ||
"An entity that detects changes in heat nearby." | "An entity that detects changes in heat nearby." | ||
[ | [ | ||
Line 1,834: | Line 1,898: | ||
] | ] | ||
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_entity_igniter : | @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 180 0) = env_entity_igniter : | ||
"An entity that catches a target entity on fire. If the entity is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs." | "An entity that catches a target entity on fire. If the entity is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs." | ||
[ | [ | ||
target(target_destination) : "Entity to ignite" : : "Name of the entity to catch on fire." | target(target_destination) : "Entity to ignite" : : "Name of the entity to catch on fire." | ||
lifetime(float) : "Lifetime in seconds" : 10 : "Duration of flames." | lifetime(float) : "Lifetime in seconds" : 10 : "Duration of flames." | ||
// Inputs | // Inputs | ||
input Ignite(void) : "Ignite the target entity." | input Ignite(void) : "Ignite the target entity." | ||
] | ] | ||
@PointClass base(Targetname, DXLevelChoice, Angles) iconsprite("editor/fog_controller.vmt") color(255 255 255) = env_fog_controller : | @PointClass base(Targetname, DXLevelChoice, Angles) iconsprite("editor/fog_controller.vmt") color(255 255 255) = env_fog_controller : | ||
"An entity that controls the fog and view distance in the map." | "An entity that controls the fog and view distance in the map." | ||
[ | [ | ||
Line 1,854: | Line 1,918: | ||
input SetColor(color255) : "Set the primary fog color." | input SetColor(color255) : "Set the primary fog color." | ||
input SetColorSecondary(color255) : "Set the secondary fog color." | input SetColorSecondary(color255) : "Set the secondary fog color." | ||
input SetColorHDR(color255) : "Set the primary fog color for HDR." | |||
input SetColorSecondaryHDR(color255) : "Set the secondary fog color for HDR." | |||
input SetFarZ(integer): "Set the far clip plane distance." | input SetFarZ(integer): "Set the far clip plane distance." | ||
input SetAngles(string) : "Set the angles to use for the secondary fog direction." | input SetAngles(string) : "Set the angles to use for the secondary fog direction." | ||
//input SetRadial(bool) : "Set the fog to be radial or not (planar). 0 = Planar, 1 = Radial." | |||
input SetColorLerpTo(color255) : "Set the primary fog color." | input SetColorLerpTo(color255) : "Set the target primary fog color for transition." | ||
input SetColorSecondaryLerpTo(color255) : "Set the secondary fog color." | input SetColorSecondaryLerpTo(color255) : "Set the target secondary fog color for transition." | ||
input SetStartDistLerpTo(float) : "Set the fog start distance." | input SetStartDistLerpTo(float) : "Set the target fog start distance for transition." | ||
input SetEndDistLerpTo(float) : "Set the fog end distance." | input SetEndDistLerpTo(float) : "Set the target fog end distance for transition." | ||
input SetMaxDensityLerpTo(float) : "Set the target fog max densility for transition." | |||
input StartFogTransition(void) : "Start fog transition." | input StartFogTransition(void) : "Start fog transition." | ||
// Starting fog parameters for the level. These are selectable per LOD. | // Starting fog parameters for the level. These are selectable per LOD. | ||
fogenable(choices) : "Fog Enable" : 0 = | fogenable(choices) : "Fog Enable" : 0 : "Make fog start active." = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
fogblend(choices) : "Fog Blend" : 0 = | fogblend(choices) : "Fog Blend" : 0 : "Enables color blending between Primary Fog Color and Secondary Fog Color. When the viewer looks in the Primary Fog Direction, fog will appear as the Primary color. When looking away from the specified direction, fog appears as the Secondary color." = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
use_angles(choices) : "Use Angles for Fog Dir" : 0 = | use_angles(choices) : "Use Angles for Fog Dir" : 0 : "Use Pitch Yaw Roll for the Fog Blend direction instead of Primary Fog Direction." = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
fogcolor(color255) : "Primary Fog Color" : "255 255 255" | fogcolor(color255) : "Primary Fog Color" : "255 255 255" : "Primary Fog Color." | ||
fogcolor2(color255) : "Secondary Fog Color" : "255 255 255" | fogcolor2(color255) : "Secondary Fog Color" : "255 255 255" : "Secondary Fog Color. If Fog Blend is disabled, this color will never appear." | ||
fogdir(string) : "Primary Fog Direction" : "1 0 0" | fogcolor_hdr(color255) : "Primary Fog Color (HDR Override)" : "0 0 0" : "Primary Fog Color for HDR. 0 0 0 means no override." | ||
fogstart(string) : "Fog Start" : "500.0" | fogcolor2_hdr(color255) : "Secondary Fog Color (HDR Override)" : "0 0 0" : "Secondary Fog Color for HDR. If Fog Blend is disabled, this color will never appear. 0 0 0 means no override." | ||
fogend(string) : "Fog End" : "2000.0" | fogdir(string) : "Primary Fog Direction" : "1 0 0" : "A vector (given by three space-separated numbers X Y Z) which the viewer camera is checked against to figure out the blend between the primary and secondary fog colors." | ||
fogmaxdensity(float) : "Fog Max Density [0..1]" : "1" | fogstart(string) : "Fog Start" : "500.0" : "How far away from the viewer the fog should start." | ||
fogend(string) : "Fog End" : "2000.0" : "How far away from the viewer the fog reaches Fog Max Density." | |||
fogmaxdensity(float) : "Fog Max Density [0..1]" : "1" : "Maximum density the fog may reach. Expressed as a decimal percent, so for 45% put 0.45." | |||
//fogradial(bool) : "Use Radial Fog" : "1" // It doesn't work. Don't even bother trying. | |||
//HDRColorScale(float) : "HDR Color Scale" : "1" : "Scale fog color if map is using HDR lighting." | |||
foglerptime(float) : "Interpolate time" : "0" : "Fade time for the StartFogTransition input." | |||
farz(string) : "Far Z Clip Plane" : "-1" : "Anything beyond this distance in world units will not be rendered. This should be higher than Fog End. If this is used, Fog Max Density should be set to 1 otherwise the void may be visible. Will affect how VVIS calculates visibility for the map." | |||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
Line 1,896: | Line 1,968: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/spot_cone.mdl") color(255 255 255) = env_steam : | @PointClass base(Targetname, Parentname, Angles) studioprop("models/editor/spot_cone.mdl") color(255 255 255) = env_steam : | ||
"An entity used to create a jet of steam." | "An entity used to create a jet of steam." | ||
[ | [ | ||
Line 1,904: | Line 1,976: | ||
] | ] | ||
InitialState(choices) : "Initial State" : 0 = | InitialState(choices) : "Initial State" : 0 = | ||
[ | [ | ||
0 : "Off" | 0 : "Off" | ||
Line 1,926: | Line 1,998: | ||
renderamt(integer) : "Translucency" : 255 | renderamt(integer) : "Translucency" : 255 | ||
rollspeed(float) : "How fast does the particles spin" : 8 | rollspeed(float) : "How fast does the particles spin" : 8 | ||
// Inputs | // Inputs | ||
input TurnOn(void) : "Turns the steam jet on." | input TurnOn(void) : "Turns the steam jet on." | ||
Line 1,937: | Line 2,009: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LaserTarget) = env_laser : | @PointClass base(Targetname, Parentname, RenderFxChoices) size(-4 -4 -4, 4 4 4) line(255 255 255, targetname, LaserTarget) = env_laser : | ||
"An entity that creates a laser beam between itself and a given target." | "An entity that creates a laser beam between itself and a given target." | ||
[ | [ | ||
Line 1,945: | Line 2,017: | ||
width(float) : "Width of Beam" : 2 : "The width of the laser beam, in pixels." | width(float) : "Width of Beam" : 2 : "The width of the laser beam, in pixels." | ||
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam." | NoiseAmplitude(integer) : "Amount of noise (0-255)" : 0 : "The amount of noise in the beam. 0 is a perfectly straight beam." | ||
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the laser beam." | texture(*sprite) : "Sprite Name" : "sprites/laserbeam.spr" : "The material used to draw the laser beam." | ||
EndSprite(sprite) : "End Sprite" : "" : "If specified, this sprite will be drawn at the end of the laser beam." | EndSprite(sprite) : "End Sprite" : "" : "If specified, this sprite will be drawn at the end of the laser beam." | ||
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam." | TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35 : "Rate at which the beam texture should scroll along the beam." | ||
Line 1,957: | Line 2,029: | ||
2 : "Light electrical" | 2 : "Light electrical" | ||
] | ] | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
1 : "Start On" : 0 | 1 : "Start On" : 0 | ||
Line 1,971: | Line 2,043: | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_message : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_message : | ||
"An entity that draws a text message on player's HUDs." | "An entity that draws a text message on player's HUDs." | ||
[ | [ | ||
Line 1,989: | Line 2,061: | ||
3 : "Play Everywhere" | 3 : "Play Everywhere" | ||
] | ] | ||
// Inputs | // Inputs | ||
input ShowMessage(void) : "Shows the message and plays the sound." | input ShowMessage(void) : "Shows the message and plays the sound." | ||
// Outputs | // Outputs | ||
output OnShowMessage(void) : "Fired when the message is activated." | output OnShowMessage(void) : "Fired when the message is activated." | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_hudhint : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_hudhint : | ||
"An entity to control the display of HUD hints. HUD hints are used to show the player what key is bound to a particular command." | "An entity to control the display of HUD hints. HUD hints are used to show the player what key is bound to a particular command." | ||
[ | [ | ||
Line 2,012: | Line 2,084: | ||
] | ] | ||
@PointClass sphere() iconsprite("editor/env_shake.vmt") base(Targetname, Parentname) = env_shake : | @PointClass sphere() iconsprite("editor/env_shake.vmt") base(Targetname, Parentname) = env_shake : | ||
"An entity to control screen shake on players." | "An entity to control screen shake on players." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 2,039: | Line 2,111: | ||
@PointClass sphere() size(-4 -4 -4, 4 4 4) base(Targetname, Parentname) = env_viewpunch : | @PointClass sphere() size(-4 -4 -4, 4 4 4) base(Targetname, Parentname) = env_viewpunch : | ||
"Causes a view punch on players." | "Causes a view punch on players." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 2,055: | Line 2,127: | ||
@PointClass base(Targetname, Parentname) = env_rotorwash_emitter : | @PointClass base(Targetname, Parentname) = env_rotorwash_emitter : | ||
"Creates rotorwash." | "Creates rotorwash." | ||
[ | [ | ||
altitude(float) : "Altitude" : "1024" : "Altitude the rotorwash will show up." | altitude(float) : "Altitude" : "1024" : "Altitude the rotorwash will show up." | ||
] | ] | ||
@PointClass base(gibshooterbase) iconsprite("editor/gibshooter.vmt") = gibshooter : | @PointClass base(gibshooterbase) iconsprite("editor/gibshooter.vmt") = gibshooter : | ||
"An entity that shoots out gibs. Style of body part depends on language type." | "An entity that shoots out gibs. Style of body part depends on language type." | ||
[ | [ | ||
] | ] | ||
@PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_shooter : | @PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_shooter : | ||
"An entity that shoots models, or sprites, out of its origin." | "An entity that shoots models, or sprites, out of its origin." | ||
[ | [ | ||
Line 2,076: | Line 2,148: | ||
2: "Metal" | 2: "Metal" | ||
3: "Flesh" | 3: "Flesh" | ||
4: "Concrete" | 4: "Concrete" | ||
] | ] | ||
simulation(choices) :"Simulate" : 0 = | simulation(choices) :"Simulate" : 0 = | ||
Line 2,100: | Line 2,172: | ||
gibgravityscale(float) : "Gib gravity scale" : "1" : "ONLY WORKS FOR POINT GIBS. This field allows you to scale gravity so that gibs fall faster, slower, or not at all." | gibgravityscale(float) : "Gib gravity scale" : "1" : "ONLY WORKS FOR POINT GIBS. This field allows you to scale gravity so that gibs fall faster, slower, or not at all." | ||
massoverride(float) : "Mass override" : "0" : "EPISODIC ONLY. Specify an arbitrary mass for the gibs emitted by me." | massoverride(float) : "Mass override" : "0" : "EPISODIC ONLY. Specify an arbitrary mass for the gibs emitted by me." | ||
] | ] | ||
@PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_rotorshooter : | @PointClass base(gibshooterbase, RenderFields) iconsprite("editor/env_shooter.vmt") = env_rotorshooter : | ||
"An entity that creates gibs when it's within the influence of a helicopter's rotor wash." | "An entity that creates gibs when it's within the influence of a helicopter's rotor wash." | ||
[ | [ | ||
Line 2,115: | Line 2,187: | ||
2: "Metal" | 2: "Metal" | ||
3: "Flesh" | 3: "Flesh" | ||
4: "Concrete" | 4: "Concrete" | ||
] | ] | ||
simulation(choices) :"Simulate" : 0 = | simulation(choices) :"Simulate" : 0 = | ||
Line 2,135: | Line 2,207: | ||
] | ] | ||
@PointClass base(Targetname,Parentname) sphere() iconsprite("editor/env_soundscape.vmt") = env_soundscape_proxy : | @PointClass base(Targetname,Parentname) sphere() iconsprite("editor/env_soundscape.vmt") = env_soundscape_proxy : | ||
"An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity." | "An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity." | ||
[ | [ | ||
MainSoundscapeName(target_destination) : "Soundscape Entity" : "" : "The soundscape to get all sound parameters from." | MainSoundscapeName(target_destination) : "Soundscape Entity" : "" : "The soundscape to get all sound parameters from." | ||
radius(integer) : "Radius" : 128 | radius(integer) : "Radius" : 128 : "Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range. " | ||
] | ] | ||
@PointClass base(Targetname,Parentname,EnableDisable) sphere() iconsprite("editor/env_soundscape.vmt") line(255 255 255, targetname, position0) line(255 255 255, targetname, position1) line(255 255 255, targetname, position2) line(255 255 255, targetname, position3) line(255 255 255, targetname, position4) line(255 255 255, targetname, position5) line(255 255 255, targetname, position6) line(255 255 255, targetname, position7) = env_soundscape : | @PointClass base(Targetname,Parentname,EnableDisable) sphere() iconsprite("editor/env_soundscape.vmt") line(255 255 255, targetname, position0) line(255 255 255, targetname, position1) line(255 255 255, targetname, position2) line(255 255 255, targetname, position3) line(255 255 255, targetname, position4) line(255 255 255, targetname, position5) line(255 255 255, targetname, position6) line(255 255 255, targetname, position7) = env_soundscape : | ||
"An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius." | "An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius." | ||
[ | [ | ||
radius(integer) : "Radius" : 128 : "If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it)." | radius(integer) : "Radius" : 128 : "If set to -1, then the player can hear the soundscape as long as he can see it (regardless of distance to it)." | ||
soundscape(choices) : "Soundscape" : "Nothing" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the hl2\scripts directory." = | soundscape(*choices) : "Soundscape" : "Nothing" : "The name of the soundscape to use. Corresponds to an entry in the soundscapes*.txt file in the hl2\scripts directory." = | ||
[ | [ | ||
"Nothing" : "Nothing" | "Nothing" : "Nothing" | ||
Line 2,173: | Line 2,245: | ||
] | ] | ||
@PointClass base(env_soundscape) sphere() iconsprite("editor/env_soundscape.vmt") = env_soundscape_triggerable : | @PointClass base(env_soundscape) sphere() iconsprite("editor/env_soundscape.vmt") = env_soundscape_triggerable : | ||
"An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it." | "An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it." | ||
[ | [ | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/env_spark.vmt") = env_spark : | @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/env_spark.vmt") = env_spark : | ||
"An entity used to create sparks at its origin." | "An entity used to create sparks at its origin." | ||
[ | [ | ||
MaxDelay(string) : "Max Delay" : "0" : "The longest delay between sparks (in seconds)." | MaxDelay(string) : "Max Delay" : "0" : "The longest delay between sparks (in seconds)." | ||
Line 2,204: | Line 2,276: | ||
512: "Directional" : 0 | 512: "Directional" : 0 | ||
] | ] | ||
// Inputs | // Inputs | ||
input StartSpark(void) : "Start the spark effect." | input StartSpark(void) : "Start the spark effect." | ||
Line 2,212: | Line 2,284: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, RenderFields,DXLevelChoice) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite : | @PointClass base(Targetname, Parentname, RenderFields,DXLevelChoice) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite : | ||
"An entity that controls the drawing of a sprite in the world." | "An entity that controls the drawing of a sprite in the world." | ||
[ | [ | ||
framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all." | framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all." | ||
model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn." | model(*sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn." | ||
scale(string) : "Scale" : "" : "Scale multiplier of the sprite." | scale(string) : "Scale" : "" : "Scale multiplier of the sprite." | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 2,227: | Line 2,299: | ||
HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." | HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." | ||
// Inputs | // Inputs | ||
input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)." | input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)." | ||
Line 2,242: | Line 2,314: | ||
[ | [ | ||
framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all." | framerate(string) : "Framerate" : "10.0" : "Rate at which the sprite should animate, if at all." | ||
model(sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn." | model(*sprite) : "Sprite Name" : "sprites/glow01.spr" : "Material of the sprite to be drawn." | ||
scale(string) : "Scale" : "" : "Scale multiplier of the sprite." | scale(string) : "Scale" : "" : "Scale multiplier of the sprite." | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 2,253: | Line 2,325: | ||
HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." | HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." | ||
// Inputs | // Inputs | ||
input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)." | input ColorRedValue(float) : "Sets the red color channel's value (0 - 255)." | ||
Line 2,265: | Line 2,337: | ||
@PointClass base(Targetname, Angles) iconsprite("editor/env_wind.vmt") = env_wind : | @PointClass base(Targetname, Angles) iconsprite("editor/env_wind.vmt") sphere(windradius) = env_wind : | ||
"An entity to control wind in the map. Partially functional." | "An entity to control wind in the map. Partially functional." | ||
[ | [ | ||
Line 2,271: | Line 2,343: | ||
minwind(integer) : "Min normal speed" : 20 : "Minimum speed of the wind while idling." | minwind(integer) : "Min normal speed" : 20 : "Minimum speed of the wind while idling." | ||
maxwind(integer) : "Max normal speed" : 50 : "Maximum speed of the wind while idling." | maxwind(integer) : "Max normal speed" : 50 : "Maximum speed of the wind while idling." | ||
windradius(float) : "Radius" : -1 : "The radius this entity applies wind effects to. -1 for global effect, other value to allow multiple or limited wind entities." | |||
mingust(integer) : "Min gust speed" : 100 : "Minimum speed of wind gusts." | mingust(integer) : "Min gust speed" : 100 : "Minimum speed of wind gusts." | ||
Line 2,281: | Line 2,355: | ||
gustdirchange(integer) : "Max gust dir change (degrees)" : 20 : "Maximum amount that the wind's direction changes due to a gust." | gustdirchange(integer) : "Max gust dir change (degrees)" : 20 : "Maximum amount that the wind's direction changes due to a gust." | ||
output OnGustStart(void) : "Fired when a wind gust begins." | output OnGustStart(void) : "Fired when a wind gust begins." | ||
output OnGustEnd(void) : "Fired when a wind gust ends." | output OnGustEnd(void) : "Fired when a wind gust ends." | ||
input SetWindDir(integer) : "Set the wind direction. (Yaw only)" | |||
] | ] | ||
@PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(0 0 255) = sky_camera : | @PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(0 0 255) = sky_camera : | ||
"An entity used to control the 3D Skybox. Its origin is used to determine the 3D Skybox's position relative to the map. Place this entity, in the 3D Skybox, at the point where the origin of the map should be." | "An entity used to control the 3D Skybox. Its origin is used to determine the 3D Skybox's position relative to the map. Place this entity, in the 3D Skybox, at the point where the origin of the map should be." | ||
[ | [ | ||
Line 2,305: | Line 2,381: | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
fogcolor(color255) : "Primary Fog Color" : "255 255 255" | fogcolor(color255) : "Primary Fog Color" : "255 255 255" : "The Primary Color of the Fog in the Skybox." | ||
fogcolor2(color255) : "Secondary Fog Color" : "255 255 255" | fogcolor2(color255) : "Secondary Fog Color" : "255 255 255" : "The Secondary Color of the Fog in the Skybox that will be blended to" | ||
fogcolor_hdr(color255) : "Primary Fog Color (HDR Override)" : "0 0 0" : "The Primary Color of the Fog in the Skybox for HDR maps. 0 0 0 means no override." | |||
fogcolor2_hdr(color255) : "Secondary Fog Color (HDR Override)" : "0 0 0" : "The Secondary Color of the Fog in the Skybox for HDR maps that will be blended to. 0 0 0 means no override." | |||
fogdir(string) : "Primary Fog Dir" : "1 0 0" | fogdir(string) : "Primary Fog Dir" : "1 0 0" | ||
fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start." | fogstart(string) : "Fog Start" : "500.0" : "Distance at which the skybox fog should start." | ||
fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque." | fogend(string) : "Fog End" : "2000.0" : "Distance at which the skybox fog should be fully opaque." | ||
fogmaxdensity(float) : "Fog Max Density [0..1]" : "1" : "How dense the fog will appear, 0 - fully transparent, 1 - fully opaque" // GMOD | |||
//fogradial(boolean) : "Use Radial Fog?" : 0 : "Use radial fog instead of planar-based fog." | |||
] | ] | ||
Line 2,336: | Line 2,417: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(Targetname) = game_weapon_manager : | @PointClass base(Targetname) = game_weapon_manager : | ||
"An entity used to limit the number of a particular weapon type in the world. Useful in places where NPCs are spawning rapidly, dying, and dropping weapons." | "An entity used to limit the number of a particular weapon type in the world. Useful in places where NPCs are spawning rapidly, dying, and dropping weapons." | ||
[ | [ | ||
weaponname(string) : "Weapon Classname" : "" : "Classname of the weapon type to limit." | weaponname(string) : "Weapon Classname" : "" : "Classname of the weapon type to limit." | ||
Line 2,347: | Line 2,428: | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/game_end.vmt") = game_end : | @PointClass base(Targetname) iconsprite("editor/game_end.vmt") = game_end : | ||
"An entity that ends a multiplayer game." | "An entity that ends a multiplayer game." | ||
[ | [ | ||
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | ||
Line 2,354: | Line 2,435: | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_equip : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_equip : | ||
"An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment." | "An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment." | ||
[ | [ | ||
Line 2,360: | Line 2,441: | ||
[ | [ | ||
1: "Use Only" : 0 | 1: "Use Only" : 0 | ||
2: "Strip All Weapons First" : 0 | |||
//4: "Only Strip Same Weapon Type" : 0 | |||
] | ] | ||
master(string) : "Team Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | master(string) : "Team Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | ||
input TriggerForAllPlayers(void) : "This will force all connected players to take the weapon(s) specified." | |||
input TriggerForActivatedPlayer(string) : "This will force the player who activated to equip the specified weapon." | |||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_team : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_team : | ||
"An entity that changes the team of the player who activates it." | "An entity that changes the team of the player who activates it." | ||
[ | [ | ||
Line 2,373: | Line 2,459: | ||
4 : "Gib Player" : 0 | 4 : "Gib Player" : 0 | ||
] | ] | ||
target(string) : "game_team_master to use" | target(string) : "game_team_master to use" | ||
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_score : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_score : | ||
"An entity that awards/deducts points from the player who activates it." | "An entity that awards/deducts points from the player who activates it." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 2,388: | Line 2,474: | ||
points(integer) : "Points to add (+/-)" : 1 | points(integer) : "Points to add (+/-)" : 1 | ||
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | ||
// Inputs | // Inputs | ||
input ApplyScore(void) : "Add score to player." | input ApplyScore(void) : "Add score to player." | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/game_text.vmt") = game_text : | @PointClass base(Targetname) iconsprite("editor/game_text.vmt") = game_text : | ||
"An entity that displays text on player's screens." | "An entity that displays text on player's screens." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 2,410: | Line 2,496: | ||
2 : "Scan Out" | 2 : "Scan Out" | ||
] | ] | ||
color(color255) : "Color1" : " | color(color255) : "Color1" : "200 200 200" : "The text color." | ||
color2(color255) : "Color2" : "240 110 0" | color2(color255) : "Color2 (Scan)" : "240 110 0" : "The color for the letter being scanned if the 'Text Effect' is set to 'Scan Out'." | ||
fadein(string) : "Fade in Time (or character scan time)" : "1.5" : "The time it should take for the text to fully fade in." | fadein(string) : "Fade in Time (or character scan time)" : "1.5" : "The time it should take for the text to fully fade in." | ||
fadeout(string) : "Fade Out Time" : "0.5" : "The time it should take for the text to fade out, after the hold time has expired." | fadeout(string) : "Fade Out Time" : "0.5" : "The time it should take for the text to fade out, after the hold time has expired." | ||
Line 2,420: | Line 2,506: | ||
1 : "Channel 1" | 1 : "Channel 1" | ||
2 : "Channel 2" | 2 : "Channel 2" | ||
3 : "Channel 3" | 3 : "Channel 3" | ||
4 : "Channel 4" | 4 : "Channel 4" | ||
5 : "Channel 5" | |||
6 : "Channel 6" | |||
7 : "Channel 7" | |||
8 : "Channel 8" | |||
] | ] | ||
master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | master(string) : "Master" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate." | ||
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// Inputs | // Inputs | ||
input Display(void) : "Display the message text." | input Display(void) : "Display the message text." | ||
input SetText(string) : "Set the text to display." | |||
input SetPosX(float) : "Set the text position on the screen (X Axis)." | |||
input SetPosY(float) : "Set the text position on the screen (Y Axis)." | |||
input SetTextColor(color255) : "Set the primary text color." | |||
input SetTextColor2(color255) : "Set color of the transition text." | |||
] | ] | ||
@PointClass base(Parentname, Angles) size(-2 -2 -2, 2 2 2) = point_enable_motion_fixup : | @PointClass base(Parentname, Angles) size(-2 -2 -2, 2 2 2) = point_enable_motion_fixup : | ||
"An entity used to move a motion-disabled prop when it enables motion. Parent this entity to the prop, and when the prop has its motion enabled, it will immediately teleport to the origin of this entity." | "An entity used to move a motion-disabled prop when it enables motion. Parent this entity to the prop, and when the prop has its motion enabled, it will immediately teleport to the origin of this entity." | ||
[ | [ | ||
] | ] | ||
@PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = point_message : | @PointClass base(Targetname, Parentname) sphere(radius) size(-8 -8 -8, 8 8 8) = point_message : | ||
"An entity that displays a text message in the world, at its origin." | "An entity that displays a text message in the world, at its origin." | ||
[ | [ | ||
Line 2,455: | Line 2,550: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, RenderFields, Angles, DXLevelChoice) studio("models/editor/cone_helper.mdl") = point_spotlight : | @PointClass base(Targetname, Parentname, RenderFields, Angles, DXLevelChoice) studio("models/editor/cone_helper.mdl") = point_spotlight : | ||
"An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. "+ | "An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. "+ | ||
"Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests." | "Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests." | ||
[ | [ | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Start On" : 1 | 1 : "Start On" : 1 | ||
Line 2,469: | Line 2,564: | ||
rendercolor(color255) : "Color (R G B)" : "255 255 255" | rendercolor(color255) : "Color (R G B)" : "255 255 255" | ||
HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." | HDRColorScale(float) : "HDR color scale." : "1.0" : "float value to multiply sprite color by when running in HDR mode." | ||
IgnoreSolid(boolean) : "Ignore Solid" : "0" : "If set, this spotlight won't try to prevent the beam going through solids." | |||
// Inputs | // Inputs | ||
input LightOn(void) : "Turn the spotlight on." | input LightOn(void) : "Turn the spotlight on." | ||
input LightOff(void) : "Turn the spotlight off" | input LightOff(void) : "Turn the spotlight off" | ||
// GMOD - Inputs | // GMOD - Inputs | ||
input SetColor(color255) : "Change the spotlight beam color." | input SetColor(color255) : "Change the spotlight beam color." | ||
input ForceUpdate(void) : "Forcibly update the spotlight beam position" | input ForceUpdate(void) : "Forcibly update the spotlight beam position" | ||
// outputs | // outputs | ||
output OnLightOn(void) : "Fires when light turns on." | output OnLightOn(void) : "Fires when light turns on." | ||
Line 2,484: | Line 2,580: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = point_tesla : | @PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = point_tesla : | ||
"An entity that creates tesla lightning arcs around its origin." | "An entity that creates tesla lightning arcs around its origin." | ||
[ | [ | ||
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beamcount_min(integer) : "Min # of Beams" : 6 : "Minimum number of tesla lightning beams to create when creating an arc." | beamcount_min(integer) : "Min # of Beams" : 6 : "Minimum number of tesla lightning beams to create when creating an arc." | ||
beamcount_max(integer) : "Max # of Beams" : 8 : "Maximum number of tesla lightning beams to create when creating an arc." | beamcount_max(integer) : "Max # of Beams" : 8 : "Maximum number of tesla lightning beams to create when creating an arc." | ||
thick_min(string) : "Min Beam Width" : "4" : "Minimum width of the tesla lightning beams." | thick_min(string) : "Min Beam Width" : "4" : "Minimum width of the tesla lightning beams." | ||
thick_max(string) : "Max Beam Width" : "5" : "Maximum width of the tesla lightning beams." | thick_max(string) : "Max Beam Width" : "5" : "Maximum width of the tesla lightning beams." | ||
lifetime_min(string) : "Min Time Visible" : "0.3" : "Minimum lifetime of the tesla lightning beams." | lifetime_min(string) : "Min Time Visible" : "0.3" : "Minimum lifetime of the tesla lightning beams." | ||
lifetime_max(string) : "Max Time Visible" : "0.3" : "Maximum lifetime of the tesla lightning beams." | lifetime_max(string) : "Max Time Visible" : "0.3" : "Maximum lifetime of the tesla lightning beams." | ||
interval_min(string) : "Min Time Between Arcs":"0.5" : "Minimum time delay between random arcing." | interval_min(string) : "Min Time Between Arcs":"0.5" : "Minimum time delay between random arcing." | ||
interval_max(string) : "Max Time Between Arcs":"2" : "Maximum time delay between random arcing." | interval_max(string) : "Max Time Between Arcs":"2" : "Maximum time delay between random arcing." | ||
// Inputs | // Inputs | ||
input TurnOn(void) : "Turn emitter on." | input TurnOn(void) : "Turn emitter on." | ||
input TurnOff(void) : "Turn emitter off." | input TurnOff(void) : "Turn emitter off." | ||
input DoSpark(void) : "Force a single arc." | input DoSpark(void) : "Force a single arc." | ||
] | ] | ||
// GMOD: These 2 are disabled in GMod, so no point in having them in Hammer | |||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = | //@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_clientcommand : | ||
// "An entity that issues commands to the client console, as if it was typed in by the player (if activator is a player, or the local player in single player)." | |||
[ | //[ | ||
// // Inputs | |||
// input Command(string) : "Command to execute." | |||
] | //] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_bonusmaps_accessor : | //@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_servercommand : | ||
"An entity that relays bonus maps changes." | // "An entity that issues commands to the server console." | ||
//[ | |||
// // Inputs | |||
// input Command(string) : "Command to execute." | |||
//] | |||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_bonusmaps_accessor : | |||
"An entity that relays bonus maps changes." | |||
[ | [ | ||
filename(string) : "File Name" : "" | filename(string) : "File Name" : "" | ||
Line 2,540: | Line 2,638: | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_ui : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_ui : | ||
"An entity used to override player input when the player is looking at it." | "An entity used to override player input when the player is looking at it." | ||
[ | [ | ||
Line 2,550: | Line 2,648: | ||
256 : "Jump Deactivates" : 1 | 256 : "Jump Deactivates" : 1 | ||
] | ] | ||
FieldOfView(float) : "FieldOfView" : "-1.0" : "The amount of tolerance in the view checking when determining whether the player's input is still under control. 1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions. If the player isn't within the tolerance, the player regains control." | FieldOfView(float) : "FieldOfView" : "-1.0" : "The amount of tolerance in the view checking when determining whether the player's input is still under control. 1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions. If the player isn't within the tolerance, the player regains control." | ||
Line 2,580: | Line 2,678: | ||
] | ] | ||
@SolidClass base(Targetname, Parentname) = game_zone_player : | @SolidClass base(Targetname, Parentname) = game_zone_player : | ||
"An entity used to count the number of players within a zone." | "An entity used to count the number of players within a zone." | ||
[ | [ | ||
Line 2,599: | Line 2,697: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(Targetname) decal() studio("models/editor/axis_helper_thick.mdl") = infodecal : | @PointClass base(Targetname) decal() studio("models/editor/axis_helper_thick.mdl") = infodecal : | ||
"An entity that places a decal on the world. If the decal has no target name, it will immediately apply itself when the level is loaded. "+ | "An entity that places a decal on the world. If the decal has no target name, it will immediately apply itself when the level is loaded. "+ | ||
"If it has a name specified, it won't apply until it receives the 'Activate' input." | "If it has a name specified, it won't apply until it receives the 'Activate' input." | ||
[ | [ | ||
texture(decal) | texture(*decal) : "Texture" : "" : "The decal texture to project." | ||
LowPriority(choices) : "Low Priority (can be replaced)" : 0 = | LowPriority(choices) : "Low Priority (can be replaced)" : 0 = | ||
Line 2,617: | Line 2,715: | ||
// A decal to be applied to a prop or the world using specified origin and orientation and radius, uses an orientation angle and a radius to determine | // A decal to be applied to a prop or the world using specified origin and orientation and radius, uses an orientation angle and a radius to determine | ||
// ray to cast for projection | // ray to cast for projection | ||
@PointClass base(Angles,Targetname) decal() studio("models/editor/axis_helper_thick.mdl") = info_projecteddecal : | @PointClass base(Angles,Targetname) decal() studio("models/editor/axis_helper_thick.mdl") = info_projecteddecal : | ||
"An entity that projects a decal onto the world (or props). If the decal has no target name, it will immediately apply itself when "+ | "An entity that projects a decal onto the world (or props). If the decal has no target name, it will immediately apply itself when "+ | ||
"the level is loaded. If it has a name specified, it won't apply until it receives the 'Activate' input." | "the level is loaded. If it has a name specified, it won't apply until it receives the 'Activate' input." | ||
[ | [ | ||
texture(decal) | texture(decal) : "Texture" : "" : "The decal texture to project." | ||
Distance(float) : "Distance" : 64 : "Distance from the origin to project the decal." | Distance(float) : "Distance" : 64 : "Distance from the origin to project the decal." | ||
Line 2,628: | Line 2,726: | ||
] | ] | ||
@PointClass = info_no_dynamic_shadow : | @PointClass = info_no_dynamic_shadow : | ||
"Use this entity to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors "+ | "Use this entity to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors "+ | ||
"where shadows are drawn improperly, giving away the location of enemies." | "where shadows are drawn improperly, giving away the location of enemies." | ||
[ | [ | ||
sides(sidelist) : "Brush faces" | sides(sidelist) : "Brush faces" : "" : "Surfaces that shouldn't receive dynamic shadows." | ||
] | ] | ||
Line 2,647: | Line 2,745: | ||
] | ] | ||
@PointClass base(Targetname) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay() = info_overlay : | @PointClass base(Targetname) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay() = info_overlay : | ||
"An entity that places an overlay on the world." | "An entity that places an overlay on the world." | ||
[ | [ | ||
material(material) : "Material" | material(material) : "Material" | ||
Line 2,669: | Line 2,767: | ||
] | ] | ||
@PointClass size(-8 -8 -8, 8 8 8) sidelist(sides) sidelist(sides2) overlay_transition() = info_overlay_transition : "Overlay Transition" | @PointClass size(-8 -8 -8, 8 8 8) sidelist(sides) sidelist(sides2) overlay_transition() = info_overlay_transition : "Overlay Transition" | ||
[ | [ | ||
material(material) : "Material" | material(material) : "Material" | ||
Line 2,683: | Line 2,781: | ||
] | ] | ||
@PointClass size(-4 -4 -4, 4 4 4) color(0 180 0) = info_intermission : | @PointClass size(-4 -4 -4, 4 4 4) color(0 180 0) = info_intermission : | ||
"An entity that defines an intermission spot where dead players will float until they respawn." | "An entity that defines an intermission spot where dead players will float until they respawn." | ||
[ | [ | ||
Line 2,689: | Line 2,787: | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark : | @PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark : | ||
"An entity that acts as a landmark for transitions to another level. There should be a corresponding info_landmark entity in the next map. Entities will be transitioned to the next level relative to the info_landmark entities." | "An entity that acts as a landmark for transitions to another level. There should be a corresponding info_landmark entity in the next map. Entities will be transitioned to the next level relative to the info_landmark entities." | ||
[ | [ | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = info_null : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = info_null : | ||
"An entity that's immediately removed on spawning. Useful as a spotlight target." | "An entity that's immediately removed on spawning. Useful as a spotlight target." | ||
[ | [ | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_target : | @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_target : | ||
"An entity that does nothing. Very useful as a positioning entity for other entities to refer to (i.e. the endpoint of an env_beam)" | "An entity that does nothing. Very useful as a positioning entity for other entities to refer to (i.e. the endpoint of an env_beam)" | ||
[ | [ | ||
Line 2,709: | Line 2,807: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") line(255 255 255, targetname, cpoint1) line(255 255 255, targetname, cpoint2) line(255 255 255, targetname, cpoint3) line(255 255 255, targetname, cpoint4) line(255 255 255, targetname, cpoint5) line(255 255 255, targetname, cpoint6) line(255 255 255, targetname, cpoint7) line(255 255 255, targetname, cpoint8) line(255 255 255, targetname, cpoint9) line(255 255 255, targetname, cpoint10) line(255 255 255, targetname, cpoint11) line(255 255 255, targetname, cpoint12) line(255 255 255, targetname, cpoint13) line(255 255 255, targetname, cpoint14) line(255 255 255, targetname, cpoint15) line(255 255 255, targetname, cpoint16) line(255 255 255, targetname, cpoint17) line(255 255 255, targetname, cpoint18) line(255 255 255, targetname, cpoint19) line(255 255 255, targetname, cpoint20) line(255 255 255, targetname, cpoint21) line(255 255 255, targetname, cpoint22) line(255 255 255, targetname, cpoint23) line(255 255 255, targetname, cpoint24) line(255 255 255, targetname, cpoint25) line(255 255 255, targetname, cpoint26) line(255 255 255, targetname, cpoint27) line(255 255 255, targetname, cpoint28) line(255 255 255, targetname, cpoint29) line(255 255 255, targetname, cpoint30) line(255 255 255, targetname, cpoint31) line(255 255 255, targetname, cpoint32) line(255 255 255, targetname, cpoint33) line(255 255 255, targetname, cpoint34) line(255 255 255, targetname, cpoint35) line(255 255 255, targetname, cpoint36) line(255 255 255, targetname, cpoint37) line(255 255 255, targetname, cpoint38) line(255 255 255, targetname, cpoint39) line(255 255 255, targetname, cpoint40) line(255 255 255, targetname, cpoint41) line(255 255 255, targetname, cpoint42) line(255 255 255, targetname, cpoint43) line(255 255 255, targetname, cpoint44) line(255 255 255, targetname, cpoint45) line(255 255 255, targetname, cpoint46) line(255 255 255, targetname, cpoint47) line(255 255 255, targetname, cpoint48) line(255 255 255, targetname, cpoint49) line(255 255 255, targetname, cpoint50) line(255 255 255, targetname, cpoint51) line(255 255 255, targetname, cpoint52) line(255 255 255, targetname, cpoint53) line(255 255 255, targetname, cpoint54) line(255 255 255, targetname, cpoint55) line(255 255 255, targetname, cpoint56) line(255 255 255, targetname, cpoint57) line(255 255 255, targetname, cpoint58) line(255 255 255, targetname, cpoint59) line(255 255 255, targetname, cpoint60) line(255 255 255, targetname, cpoint61) line(255 255 255, targetname, cpoint62) line(255 255 255, targetname, cpoint63) = info_particle_system : | @PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") line(255 255 255, targetname, cpoint1) line(255 255 255, targetname, cpoint2) line(255 255 255, targetname, cpoint3) line(255 255 255, targetname, cpoint4) line(255 255 255, targetname, cpoint5) line(255 255 255, targetname, cpoint6) line(255 255 255, targetname, cpoint7) line(255 255 255, targetname, cpoint8) line(255 255 255, targetname, cpoint9) line(255 255 255, targetname, cpoint10) line(255 255 255, targetname, cpoint11) line(255 255 255, targetname, cpoint12) line(255 255 255, targetname, cpoint13) line(255 255 255, targetname, cpoint14) line(255 255 255, targetname, cpoint15) line(255 255 255, targetname, cpoint16) line(255 255 255, targetname, cpoint17) line(255 255 255, targetname, cpoint18) line(255 255 255, targetname, cpoint19) line(255 255 255, targetname, cpoint20) line(255 255 255, targetname, cpoint21) line(255 255 255, targetname, cpoint22) line(255 255 255, targetname, cpoint23) line(255 255 255, targetname, cpoint24) line(255 255 255, targetname, cpoint25) line(255 255 255, targetname, cpoint26) line(255 255 255, targetname, cpoint27) line(255 255 255, targetname, cpoint28) line(255 255 255, targetname, cpoint29) line(255 255 255, targetname, cpoint30) line(255 255 255, targetname, cpoint31) line(255 255 255, targetname, cpoint32) line(255 255 255, targetname, cpoint33) line(255 255 255, targetname, cpoint34) line(255 255 255, targetname, cpoint35) line(255 255 255, targetname, cpoint36) line(255 255 255, targetname, cpoint37) line(255 255 255, targetname, cpoint38) line(255 255 255, targetname, cpoint39) line(255 255 255, targetname, cpoint40) line(255 255 255, targetname, cpoint41) line(255 255 255, targetname, cpoint42) line(255 255 255, targetname, cpoint43) line(255 255 255, targetname, cpoint44) line(255 255 255, targetname, cpoint45) line(255 255 255, targetname, cpoint46) line(255 255 255, targetname, cpoint47) line(255 255 255, targetname, cpoint48) line(255 255 255, targetname, cpoint49) line(255 255 255, targetname, cpoint50) line(255 255 255, targetname, cpoint51) line(255 255 255, targetname, cpoint52) line(255 255 255, targetname, cpoint53) line(255 255 255, targetname, cpoint54) line(255 255 255, targetname, cpoint55) line(255 255 255, targetname, cpoint56) line(255 255 255, targetname, cpoint57) line(255 255 255, targetname, cpoint58) line(255 255 255, targetname, cpoint59) line(255 255 255, targetname, cpoint60) line(255 255 255, targetname, cpoint61) line(255 255 255, targetname, cpoint62) line(255 255 255, targetname, cpoint63) = info_particle_system : | ||
"An entity that spawns a particle system built using the particle editor." | "An entity that spawns a particle system built using the particle editor." | ||
[ | [ | ||
Line 2,723: | Line 2,821: | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
cpoint1(target_destination) : "Control Point 1" : : "If set, control point 1 of the effect will be at this entity's location." | cpoint1(target_destination) : "Control Point 1" : : "If set, control point 1 of the effect will be at this entity's location." | ||
cpoint2(target_destination) : "Control Point 2" : : "If set, control point 2 of the effect will be at this entity's location. If control point 1 is not set, this will be ignored." | cpoint2(target_destination) : "Control Point 2" : : "If set, control point 2 of the effect will be at this entity's location. If control point 1 is not set, this will be ignored." | ||
Line 2,787: | Line 2,885: | ||
cpoint62(target_destination) : "Control Point 62" : : "If set, control point 62 of the effect will be at this entity's location. If control point 61 is not set, this will be ignored." | cpoint62(target_destination) : "Control Point 62" : : "If set, control point 62 of the effect will be at this entity's location. If control point 61 is not set, this will be ignored." | ||
cpoint63(target_destination) : "Control Point 63" : : "If set, control point 63 of the effect will be at this entity's location. If control point 62 is not set, this will be ignored." | cpoint63(target_destination) : "Control Point 63" : : "If set, control point 63 of the effect will be at this entity's location. If control point 62 is not set, this will be ignored." | ||
cpoint1_parent(integer) : "Control Point 1's Parent" : 0 : "If set and nonzero, control point 1 of the effect will use this point for its parent." | cpoint1_parent(integer) : "Control Point 1's Parent" : 0 : "If set and nonzero, control point 1 of the effect will use this point for its parent." | ||
cpoint2_parent(integer) : "Control Point 2's Parent" : 0 : "If set and nonzero, control point 2 of the effect will use this point for its parent." | cpoint2_parent(integer) : "Control Point 2's Parent" : 0 : "If set and nonzero, control point 2 of the effect will use this point for its parent." | ||
Line 2,802: | Line 2,900: | ||
@PointClass base(Targetname, EnableDisable, Parentname, Angles) iconsprite("editor/info_target.vmt") sphere(radius) = phys_ragdollmagnet : | @PointClass base(Targetname, EnableDisable, Parentname, Angles) iconsprite("editor/info_target.vmt") sphere(radius) = phys_ragdollmagnet : | ||
"An entity that acts like a magnet for ragdolls. Useful for crafting exaggerated ragdoll behavior (i.e. guys falling over rails on death). If the "+ | "An entity that acts like a magnet for ragdolls. Useful for crafting exaggerated ragdoll behavior (i.e. guys falling over rails on death). If the "+ | ||
"Bar Magnet spawnflag is set, the magnet works like it was a cylindrical magnet i.e. it attracts ragdolls to the nearest point on a line." | "Bar Magnet spawnflag is set, the magnet works like it was a cylindrical magnet i.e. it attracts ragdolls to the nearest point on a line." | ||
Line 2,818: | Line 2,916: | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/info_lighting.vmt") = info_lighting : | @PointClass base(Targetname) iconsprite("editor/info_lighting.vmt") = info_lighting : | ||
"An entity that can be used to change the lighting origin of | "An entity that can be used to change the lighting origin of an entity. Set the entity's Lighting Origin to point at this entity to "+ | ||
"make the | "make the entity light as if it was at the info_lighting's origin. Good for entities that are embedded in world geometry (like rocks/windows/etc)." | ||
[ | |||
] | |||
@PointClass base(Targetname) iconsprite("editor/info_lighting_relative.vmt") = info_lighting_relative : | |||
"An entity that can be used to change the lighting origin of an entity. Set the entity's Lighting Origin (Relative) to point at this entity to " + | |||
"make the entity light as if it was at the info_lighting_relative's origin." | |||
[ | [ | ||
LightingLandmark(target_destination) : "Lighting Landmark" : "" : "Entity at which the reference origin is contained. If empty, the info_lighting_relative's origin will be used. For example an info_target parented to a prop." | |||
] | ] | ||
// This is obsolete, info_target is all you need now. | // This is obsolete, info_target is all you need now. | ||
@PointClass base(Targetname, Parentname, Angles, PlayerClass) studio("models/editor/playerstart.mdl") = info_teleport_destination : | @PointClass base(Targetname, Parentname, Angles, PlayerClass) studio("models/editor/playerstart.mdl") = info_teleport_destination : | ||
"An entity that does nothing itself, but can be used to specify the destination for a trigger_teleport entity. An info_target can be used instead." | "An entity that does nothing itself, but can be used to specify the destination for a trigger_teleport entity. An info_target can be used instead." | ||
[ | [ | ||
Line 2,841: | Line 2,946: | ||
"to them. Ground nodes fall to the ground when they spawn." | "to them. Ground nodes fall to the ground when they spawn." | ||
[ | [ | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Force human permission" : 0 | 1 : "Force human permission" : 0 | ||
Line 2,900: | Line 3,005: | ||
"(a bridge being created/destroyed, etc)." | "(a bridge being created/destroyed, etc)." | ||
[ | [ | ||
StartNode(node_dest) : "Start node ID" : : "The node ID of one end of the node connection." | |||
EndNode(node_dest) : "End node ID" : : "The node ID of one end of the node connection." | |||
initialstate(choices) : "Initial State" : 1 = | initialstate(choices) : "Initial State" : 1 = | ||
[ | [ | ||
Line 2,959: | Line 3,064: | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
AllowUse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off" | AllowUse(string) : "Allow Pass When Off" : : "Entity or class to allow passage even when node is off" | ||
InvertAllow(choices) : "Invert exclusion rules" : 0 : "Allowed entity is the only entity NOT allowed when this is set to 'yes'" = | InvertAllow(choices) : "Invert exclusion rules" : 0 : "Allowed entity is the only entity NOT allowed when this is set to 'yes'" = | ||
Line 2,980: | Line 3,085: | ||
] | ] | ||
@PointClass base(Targetname, Angles, HintNode) studio("models/editor/climb_node.mdl") color(153 215 103) = info_node_climb : | @PointClass base(Targetname, Angles, HintNode) studio("models/editor/climb_node.mdl") color(153 215 103) = info_node_climb : | ||
"A climb-node for AI navigation. Only usable by NPCs that can climb." | "A climb-node for AI navigation. Only usable by NPCs that can climb." | ||
[ | [ | ||
Line 2,999: | Line 3,104: | ||
] | ] | ||
@PointClass base(Angles) iconsprite("editor/light_env.vmt") = light_environment : | @PointClass base(Angles, LightInputs) iconsprite("editor/light_env.vmt") = light_environment : | ||
"Sets the color and angle of the light from the sun and sky." | "Sets the color and angle of the light from the sun and sky." | ||
[ | [ | ||
pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." | pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." | ||
_light(color255) : "Brightness" : "255 255 255 200" | _light(color255) : "Brightness and Color" : "255 255 255 200" : "The sunlight color. Last number is the brightness." | ||
_lightHDR(color255) : "Color and Brightness (HDR)" : "-1 -1 -1 1" : "Color and Brightness for HDR map compiles. Leave as '-1 -1 -1 1' to use the SDR values." | |||
_lightscaleHDR(float) : "HDR Brightness Scale" : "1" : "Amount to scale the light by when compiling for HDR." | |||
_lightscaleHDR(float) : " | _ambient(color255) : "Ambient Color and Brightness" : "255 255 255 20" : "The ambient color of the map, in the shadows/caves where there is no direct sunlight. Last number is the brightness." | ||
_ambientHDR(color255) : " | _ambientHDR(color255) : "Ambient Color and Brightness (HDR)" : "-1 -1 -1 1" : "Color and Brightness for HDR map compiles. Leave as '-1 -1 -1 1' to use the SDR values." | ||
_AmbientScaleHDR(float) : " | _AmbientScaleHDR(float) : "HDR Ambient Brightness Scale" : "1" : "Amount to scale the ambient light by when compiling for hdr." | ||
pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." | pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." | ||
SunSpreadAngle(float) : "SunSpreadAngle" : 0 : "The angular extent of the | SunSpreadAngle(float) : "Sun Spread Angle" : 0 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value." | ||
targetname(target_source) : "Name (Read notes)" : : "The name that other entities refer to this entity by. Setting this will allow scripts to control this entity, but will also substantially increase filesize of the map." | |||
] | |||
@PointClass base(Angles) iconsprite("editor/light_directional.vmt") = light_directional : | |||
"A directional light with no falloff. Similar to sunlight in light_environment." | |||
[ | |||
pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." | |||
_light(color255) : "Color and Brightness" : "255 255 255 200" : "Color (RGB) and Brightness (W) for this light. Last number is the brightness." | |||
_lightHDR(color255) : "Color and Brightness (HDR)" : "-1 -1 -1 1" : "Color and Brightness for HDR map compiles. Leave as '-1 -1 -1 1' to use the SDR values." | |||
_lightscaleHDR(float) : "HDR Brightness Scale" : "0.7" : "Amount to scale the light by when compiling for HDR." | |||
SunSpreadAngle(float) : "Sun Spread Angle" : 0 : "The angular extent of the light for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value." | |||
] | ] | ||
Line 3,025: | Line 3,142: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/light.vmt") sphere(distance) lightcone() size(-4 -4 -4, 4 4 4) = light_dynamic : | @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/light.vmt") sphere(distance) lightcone() size(-4 -4 -4, 4 4 4) = light_dynamic : | ||
"An invisible lightsource that changes in some way over time." | "An invisible lightsource that changes in some way over time." | ||
[ | [ | ||
target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the dynamic light will point at." | target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the dynamic light will point at." | ||
Line 3,036: | Line 3,153: | ||
distance(float) : "Maximum distance" : 120 : "This is the distance that light is allowed to cast, in inches." | distance(float) : "Maximum distance" : 120 : "This is the distance that light is allowed to cast, in inches." | ||
spotlight_radius(float) : "Spotlight end radius" : 80 : "This is the radius of the light, in inches, at the object that it is hitting." | spotlight_radius(float) : "Spotlight end radius" : 80 : "This is the radius of the light, in inches, at the object that it is hitting." | ||
style(Choices) : "Appearance" : 0 = | |||
[ | [ | ||
0 : "Normal" | 0 : "Normal" | ||
Line 3,051: | Line 3,168: | ||
9 : "Slow strobe" | 9 : "Slow strobe" | ||
] | ] | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Do not light world (better perf)" : 0 | 1 : "Do not light world (better perf)" : 0 | ||
2 : "Do not light models" : 0 | 2 : "Do not light models" : 0 | ||
4 : "Add Displacement Alpha" : 0 | 4 : "Add Displacement Alpha" : 0 | ||
Line 3,078: | Line 3,195: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(Targetname) iconsprite("editor/shadow_control.vmt") = shadow_control : | @PointClass base(Targetname) iconsprite("editor/shadow_control.vmt") = shadow_control : | ||
"An entity to control the shadows in the map." | "An entity to control the shadows in the map." | ||
[ | [ | ||
Line 3,085: | Line 3,202: | ||
color(color255) : "Shadow Color" : "128 128 128" : "This is the color of the shadows." | color(color255) : "Shadow Color" : "128 128 128" : "This is the color of the shadows." | ||
distance(float) : "Maximum Distance" : 75 : "This is the maximum distance the shadow is allowed to cast, in inches." | distance(float) : "Maximum Distance" : 75 : "This is the maximum distance the shadow is allowed to cast, in inches." | ||
disableallshadows(Choices) : "All Shadows Disabled" : 0 = | disableallshadows(Choices) : "All Shadows Disabled" : 0 = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
Line 3,092: | Line 3,209: | ||
// GMOD | // GMOD | ||
enableshadowsfromlocallights(Choices) : "Enable Local Light Shadows" : 0 = | enableshadowsfromlocallights(Choices) : "Enable Local Light Shadows" : 0 : "Enabling this will allow marked lights to affect shadows of entities near it. Please note that each light entity needs to also invidually enable this option." = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
Line 3,106: | Line 3,223: | ||
input SetShadowsFromLocalLightsEnabled(integer) : "Set local light shadows enabled state." // GMOD | input SetShadowsFromLocalLightsEnabled(integer) : "Set local light shadows enabled state." // GMOD | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
// | // Ambient light control | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@ | @BaseClass = SpatialEntity | ||
[ | [ | ||
minfalloff(float) : "Lookup Falloff Start Distance" : "0.0" : "This is the distance to the start of the falloff region (-1 = everywhere)" | minfalloff(float) : "Lookup Falloff Start Distance" : "0.0" : "This is the distance to the start of the falloff region (-1 = everywhere)" | ||
maxfalloff(float) : "Lookup Falloff End Distance" : "200.0" : "This is the distance to the end of the falloff region (-1 = everywhere)" | maxfalloff(float) : "Lookup Falloff End Distance" : "200.0" : "This is the distance to the end of the falloff region (-1 = everywhere)" | ||
maxweight(float) : "Maximum Weight" : "1.0" : "This is the maximum weight for this lookup" | maxweight(float) : "Maximum Weight" : "1.0" : "This is the maximum weight for this lookup" | ||
fadeInDuration(float) : "Lookup Fade In Duration" : "0.0" : "Duration of fade in on when enabled." | fadeInDuration(float) : "Lookup Fade In Duration" : "0.0" : "Duration of fade in on when enabled." | ||
fadeOutDuration(float) : "Lookup Fade out Duration" : "0.0" : "Dration of fade out on when disabled." | fadeOutDuration(float) : "Lookup Fade out Duration" : "0.0" : "Dration of fade out on when disabled." | ||
Line 3,126: | Line 3,240: | ||
input SetFadeOutDuration(float) : "Sets the 'fadeOutDuration' variable, used to fade cc lookup usage when entity is disabled." | input SetFadeOutDuration(float) : "Sets the 'fadeOutDuration' variable, used to fade cc lookup usage when entity is disabled." | ||
] | ] | ||
@PointClass base(Targetname, EnableDisable, SpatialEntity) sphere(minfalloff) sphere(maxfalloff) = env_ambient_light : | |||
"This entity adds a constant color value to dark areas of the world without affecting brighter areas." | |||
[ | |||
color(color255) : "Color (R G B)" : "255 255 255" | |||
// Inputs | |||
input SetColor(color255) : "Sets the color." | |||
] | |||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
// Color correction | // Color correction control | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@ | @PointClass base(Targetname, EnableDisable) sphere(minfalloff) sphere(maxfalloff) iconsprite("editor/color_correction.vmt") = color_correction : | ||
"An entity to control the color correction in the map." | "An entity to control the color correction in the map." | ||
[ | [ | ||
fadeDuration(float) : "Lookup Fade Duration" : "10.0" : "This is the duration for the lookup to fade in/out on extry/exit" | minfalloff(float) : "Lookup Falloff Start Distance" : "0.0" : "This is the distance to the start of the falloff region (-1 = everywhere)" | ||
maxweight(float) : "Maximum Weight" : "1.0" : "This is the maximum weight for this lookup" | maxfalloff(float) : "Lookup Falloff End Distance" : "200.0" : "This is the distance to the end of the falloff region (-1 = everywhere)" | ||
filename(string) : "Lookup Table Filename" : "" : "This is the lookup table filename" | maxweight(float) : "Maximum Weight" : "1.0" : "This is the maximum weight for this lookup" | ||
] | filename(string) : "Lookup Table Filename" : "" : "This is the lookup table filename, relative to the base game folder, where materials/ folder is, including .raw extension. Lookup files can be generated in-game via 'colorcorrectionui' console command." | ||
fadeInDuration(float) : "Lookup Fade In Duration" : "0.0" : "Duration of fade in on when enabled." | |||
fadeOutDuration(float) : "Lookup Fade out Duration" : "0.0" : "Dration of fade out on when disabled." | |||
exclusive(choices) : "Exlusive" : 0 : "An exclusive color_correction entity disables and fades out all other color corrections when it is enabled. There should only be one active exclusive color_correction ent at any time." = | |||
[ | |||
0 : "No" | |||
1 : "Yes" | |||
] | |||
spawnflags(flags) = | |||
[ | |||
1 : "Master (Default color correction when used with fog_volume)" : 0 | |||
2 : "Simulate client-side (Must be set when used with fog_volume, limits to 1 active CC entity across clientside ones)" : 0 | |||
] | |||
// Inputs | |||
input SetFadeInDuration(float) : "Sets the 'fadeInDuration' variable, used to fade cc lookup usage when entity is enabled." | |||
input SetFadeOutDuration(float) : "Sets the 'fadeOutDuration' variable, used to fade cc lookup usage when entity is disabled." | |||
] | |||
//------------------------------------------------------------------------- | |||
// Color correction volume control | |||
//------------------------------------------------------------------------- | |||
@SolidClass base(Targetname, EnableDisable ) = color_correction_volume : | |||
"An entity to control the color correction in the map." | |||
[ | |||
fadeDuration(float) : "Lookup Fade Duration" : "10.0" : "This is the duration for the lookup to fade in/out on extry/exit" | |||
maxweight(float) : "Maximum Weight" : "1.0" : "This is the maximum weight for this lookup" | |||
filename(string) : "Lookup Table Filename" : "" : "This is the lookup table filename, relative to the base game folder, where materials/ folder is, including .raw extension. Lookup files can be generated in-game via 'colorcorrectionui' console command." | |||
] | |||
Line 3,158: | Line 3,310: | ||
// 2 : "Accel/Deaccel (sine)" | // 2 : "Accel/Deaccel (sine)" | ||
// ] | // ] | ||
MoveSpeed(integer) : "Speed (units per second)" : 64 // NEEDHELP | MoveSpeed(integer) : "Speed (units per second)" : 64 // NEEDHELP | ||
// NextTime(string) : "Time to get to next keyframe" | // NextTime(string) : "Time to get to next keyframe" | ||
Line 3,181: | Line 3,333: | ||
] | ] | ||
startposition(float) : "Start Position" : 0 : "Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)." | startposition(float) : "Start Position" : 0 : "Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)." | ||
speed(integer) : "Speed" : 100 : "The speed that the brush moves, in inches per second." | speed(integer) : "Speed" : 100 : "The speed that the brush moves, in inches per second." | ||
movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the brush should move, in inches." | movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the brush should move, in inches." | ||
Line 3,203: | Line 3,355: | ||
[ | [ | ||
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move, when told to 'Open'." | movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction the water will move, when told to 'Open'." | ||
startposition(float) : "Start Position" : 0 : "Position of the water brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)." | startposition(float) : "Start Position" : 0 : "Position of the water brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance)." | ||
speed(integer) : "Speed" : 100 : "The speed that the water brush moves, in inches per second." | speed(integer) : "Speed" : 100 : "The speed that the water brush moves, in inches per second." | ||
movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the water brush should move, in inches." | movedistance(float) : "Move Distance" : 100 : "The distance from the starting point that the water brush should move, in inches." | ||
Line 3,209: | Line 3,361: | ||
stopsound(sound) : "Sound played when the water brush stops moving." | stopsound(sound) : "Sound played when the water brush stops moving." | ||
WaveHeight(string) : "Wave Height" : "3.0" | WaveHeight(string) : "Wave Height" : "3.0" | ||
// GMOD: These work | |||
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode." | |||
input Color(color255) : "Set the sprite's color (R G B)." | |||
// Inputs | // Inputs | ||
Line 3,220: | Line 3,376: | ||
] | ] | ||
@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, Shadow, GMODSandbox) = func_rotating : | @SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, Shadow, GMODSandbox) = func_rotating : | ||
"A rotating brush entity." | "A rotating brush entity." | ||
[ | [ | ||
Line 3,245: | Line 3,401: | ||
solidbsp(choices) : "Solid Type" : 0 = | solidbsp(choices) : "Solid Type" : 0 = | ||
[ | [ | ||
0 : "VPhysics" | 0 : "VPhysics" | ||
1 : "BSP" | 1 : "BSP" | ||
] | ] | ||
// Inputs | // Inputs | ||
input SetSpeed(integer) : "Set the speed as a ratio of the specified Max Rotation Speed, where 0 is stopped and 1 is the Max Rotation Speed.." | input SetSpeed(integer) : "Set the speed as a ratio of the specified Max Rotation Speed, where 0 is stopped and 1 is the Max Rotation Speed. Negative values rotate backwards." | ||
input GetSpeed(void): "Causes the func_rotating to fire its OnGetSpeed output with its current speed." | |||
input Start(void) : "Start the rotator rotating." | input Start(void) : "Start the rotator rotating." | ||
input Stop(void) : "Stop the rotator from rotating." | input Stop(void) : "Stop the rotator from rotating." | ||
Line 3,258: | Line 3,415: | ||
input Toggle(void) : "Toggle the rotator between rotating and not rotating." | input Toggle(void) : "Toggle the rotator between rotating and not rotating." | ||
input Reverse(void) : "Reverse the direction of rotation of the rotator." | input Reverse(void) : "Reverse the direction of rotation of the rotator." | ||
input SnapToStartPos(void) : "Stop the rotator from rotating, and teleport to start position instantly." | |||
// Outputs | |||
output OnGetSpeed(integer) : "Fired when the GetSpeed input is called. The current speed of the func_rotating is passed with this output." | |||
] | ] | ||
@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, BasePlat, Shadow, GMODSandbox) = func_platrot : | @SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, BasePlat, Shadow, GMODSandbox) = func_platrot : | ||
"A brush entity that moves vertically, and can rotate while doing so." | "A brush entity that moves vertically, and can rotate while doing so." | ||
[ | [ | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
Line 3,277: | Line 3,438: | ||
] | ] | ||
@KeyFrameClass base(Targetname, Parentname, Angles, KeyFrame) size(-6 -6 -6, 6 6 6) color(255 200 0) keyframe() = keyframe_track : | @KeyFrameClass base(Targetname, Parentname, Angles, KeyFrame) size(-6 -6 -6, 6 6 6) color(255 200 0) keyframe() = keyframe_track : | ||
"Animation KeyFrame" | "Animation KeyFrame" | ||
[ | [ | ||
] | ] | ||
@MoveClass base(Targetname, Parentname, KeyFrame, Mover) size(-8 -8 -8, 8 8 8) color(255 170 0) animator() = move_keyframed : | @MoveClass base(Targetname, Parentname, KeyFrame, Mover) size(-8 -8 -8, 8 8 8) color(255 170 0) animator() = move_keyframed : | ||
"Keyframed Move Behavior" | "Keyframed Move Behavior" | ||
[ | [ | ||
] | ] | ||
@MoveClass base(Targetname, Parentname, Mover, KeyFrame) size(-8 -8 -8, 8 8 8) color(255 0 0) animator() = move_track : | @MoveClass base(Targetname, Parentname, Mover, KeyFrame) size(-8 -8 -8, 8 8 8) color(255 0 0) animator() = move_track : | ||
"Track Move Behavior" | "Track Move Behavior" | ||
[ | [ | ||
Line 3,306: | Line 3,467: | ||
@BaseClass base(DXLevelChoice) = RopeKeyFrame | @BaseClass base(DXLevelChoice) = RopeKeyFrame | ||
[ | [ | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Auto Resize" : 0 | 1 : "Auto Resize" : 0 | ||
Line 3,326: | Line 3,487: | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
Width(string) : "Width (1-64)" : "2" : "Width of the rope." | Width(string) : "Width (1-64)" : "2" : "Width of the rope." | ||
TextureScale(string) : "Texture Scale" : "1" : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up." | TextureScale(string) : "Texture Scale" : "1" : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up." | ||
Collide(choices) : "Collide with world" : 0 = | Collide(choices) : "Collide with world" : 0 = | ||
[ | [ | ||
Line 3,342: | Line 3,503: | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
Breakable(choices) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot." = | Breakable(choices) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot." = | ||
Line 3,348: | Line 3,509: | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
RopeMaterial(material) : "Rope Material" : "cable/cable.vmt" : "The material to use when rendering the rope." | RopeMaterial(material) : "Rope Material" : "cable/cable.vmt" : "The material to use when rendering the rope." | ||
Line 3,365: | Line 3,526: | ||
] | ] | ||
@KeyFrameClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper_thick.mdl") keyframe() = keyframe_rope : | @KeyFrameClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper_thick.mdl") keyframe() = keyframe_rope : | ||
"A node entity that marks a point in a rope. The first node in the rope should be a move_rope, followed by 1 or more keyframe_ropes." | "A node entity that marks a point in a rope. The first node in the rope should be a move_rope, followed by 1 or more keyframe_ropes." | ||
[ | [ | ||
] | ] | ||
@MoveClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper.mdl") animator() = move_rope : | @MoveClass base(Targetname, Parentname, KeyFrame, RopeKeyFrame) studio("models/editor/axis_helper.mdl") animator() = move_rope : | ||
"The first node in set of nodes that are used to place ropes in the world. It should connect to 1 or more keyframe_rope entities." | "The first node in set of nodes that are used to place ropes in the world. It should connect to 1 or more keyframe_rope entities." | ||
[ | [ | ||
Line 3,405: | Line 3,566: | ||
] | ] | ||
@SolidClass base(Targetname, Parentname, Origin, RenderFields,DamageFilter, Button) = func_button : | @SolidClass base(Targetname, Parentname, Origin, RenderFields,DamageFilter, Button) = func_button : | ||
"A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position." | "A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position." | ||
[ | [ | ||
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "Specifies the direction of motion to move when the button is used." | movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "Specifies the direction of motion to move when the button is used." | ||
speed( | speed(float) : "Speed" : 200 : "The speed that the button moves, in inches per second." | ||
health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead." | health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead." | ||
lip(integer) : "Lip" : 0 : "The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall." | lip(integer) : "Lip" : 0 : "The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall." | ||
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed." | master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed." | ||
sounds(choices) : "Sounds" : 0 = | sounds(choices) : "Sounds" : 0 = | ||
[ | [ | ||
0: "None (Silent)" | 0: "None (Silent)" | ||
Line 3,459: | Line 3,620: | ||
46: "combine click fizz (deny)" | 46: "combine click fizz (deny)" | ||
47: "combine click talker" | 47: "combine click talker" | ||
] | ] | ||
wait( | wait(float) : "Delay Before Reset (-1 stay)" : "0.5" : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns." | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
Line 3,470: | Line 3,631: | ||
2048: "Starts locked" : 0 | 2048: "Starts locked" : 0 | ||
4096: "Sparks" : 0 | 4096: "Sparks" : 0 | ||
16384: "Non solid": 0 | 16384: "Non solid": 0 // GMOD: From CS:GO | ||
] | ] | ||
locked_sound(choices) : "Locked Sound" : 0 : "Sound played when the player tries to use the button, and fails because it's locked." = | locked_sound(choices) : "Locked Sound" : 0 : "Sound played when the player tries to use the button, and fails because it's locked." = | ||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 3,481: | Line 3,642: | ||
12: "Latch Locked" | 12: "Latch Locked" | ||
] | ] | ||
unlocked_sound(choices) : "Unlocked Sound" : 0 : "Sound played when the button is unlocked." = | unlocked_sound(choices) : "Unlocked Sound" : 0 : "Sound played when the button is unlocked." = | ||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 3,496: | Line 3,657: | ||
14: "Lightswitch" | 14: "Lightswitch" | ||
] | ] | ||
locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the button, and fails because it's locked." = | locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the button, and fails because it's locked." = | ||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 3,509: | Line 3,670: | ||
9: "Broken Shut Door" | 9: "Broken Shut Door" | ||
] | ] | ||
unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the button is unlocked." = | unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the button is unlocked." = | ||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 3,522: | Line 3,683: | ||
] | ] | ||
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | ||
min_use_angle(float) : "Use Look-At Limit" : "0.0" : "Limit the minimum usable look-at-angle. -1 is looking directly away, 0 is looking perpendicular, 1 is looking directly at." | |||
] | ] | ||
@SolidClass base(Targetname, Parentname, Origin, Angles, Global, Button, EnableDisable) = func_rot_button : | @SolidClass base(Targetname, Parentname, Origin, Angles, Global, Button, EnableDisable) = func_rot_button : | ||
"A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position." | "A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position." | ||
[ | [ | ||
Line 3,530: | Line 3,692: | ||
speed(integer) : "Speed" : 50 : "The speed that the button rotates, in degrees per second." | speed(integer) : "Speed" : 50 : "The speed that the button rotates, in degrees per second." | ||
health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead." | health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead." | ||
sounds(choices) : "Sounds" : 21 = | sounds(choices) : "Sounds" : 21 = | ||
[ | [ | ||
0: "None (Silent)" | 0: "None (Silent)" | ||
Line 3,558: | Line 3,720: | ||
] | ] | ||
@SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields) = momentary_rot_button : | @SolidClass base(Targetname, Parentname, Origin, Angles, RenderFields, GMODSandbox) = momentary_rot_button : | ||
"A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping." | "A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping." | ||
[ | [ | ||
speed(integer) : "Speed (deg/sec)" : 50 : "The amount, in degrees, that the wheel turns per second." | speed(integer) : "Speed (deg/sec)" : 50 : "The amount, in degrees, that the wheel turns per second." | ||
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used." | master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used." | ||
sounds(choices) : "Sounds" : 0 = | sounds(choices) : "Sounds" : 0 = | ||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 3,605: | Line 3,767: | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
// Inputs | // Inputs | ||
Line 3,631: | Line 3,793: | ||
@BaseClass base(Targetname, Parentname, RenderFields, Global, Shadow, GMODSandbox) = Door | @BaseClass base(Targetname, Parentname, RenderFields, Global, Shadow, GMODSandbox) = Door | ||
[ | [ | ||
chainstodoor(target_destination) : "Linked Door" : : "(Optional) Passes the door's +use inputs and touch events onto a different door, so it also is activated." | |||
speed(integer) : "Speed" : 100 : "The speed at which the door moves." | speed(integer) : "Speed" : 100 : "The speed at which the door moves." | ||
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used." | master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used." | ||
Line 3,651: | Line 3,814: | ||
] | ] | ||
message(string) : "Message If Triggered" // NEEDHELP: Looks like this was removed | //message(string) : "Message If Triggered" // NEEDHELP: Looks like this was removed | ||
health(integer) : "Health (shoot open)" : 0 // NEEDHELP: Looks like this was removed | //health(integer) : "Health (shoot open)" : 0 // NEEDHELP: Looks like this was removed | ||
locked_sound(sound) : "Locked Sound" : : "Sound played when the player tries to use the door, and fails because it's locked." | locked_sound(sound) : "Locked Sound" : : "Sound played when the player tries to use the door, and fails because it's locked." | ||
Line 3,668: | Line 3,831: | ||
4 : "Non-solid to Player" : 0 | 4 : "Non-solid to Player" : 0 | ||
8: "Passable" : 0 | 8: "Passable" : 0 | ||
32: "Toggle" : 0 | |||
256:"Use Opens" : 0 | 256:"Use Opens" : 0 | ||
512: "NPCs Can't" : 0 | 512: "NPCs Can't" : 0 | ||
Line 3,675: | Line 3,838: | ||
4096: "Door Silent" : 0 | 4096: "Door Silent" : 0 | ||
] | ] | ||
locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the door, and fails because it's locked." = | locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the door, and fails because it's locked." = | ||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 3,688: | Line 3,851: | ||
9: "Broken Shut Door" | 9: "Broken Shut Door" | ||
] | ] | ||
unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the door is unlocked." = | unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the door is unlocked." = | ||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 3,699: | Line 3,862: | ||
7: "Gen. Containment" | 7: "Gen. Containment" | ||
8: "Maintenance area" | 8: "Maintenance area" | ||
] | ] | ||
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | ||
loopmovesound(choices) : "Loop Moving Sound?" : 0 : "If set to true, the door's 'Start Sound' will be continually looped until the door finishes moving." = | loopmovesound(choices) : "Loop Moving Sound?" : 0 : "If set to true, the door's 'Start Sound' will be continually looped until the door finishes moving." = | ||
Line 3,727: | Line 3,890: | ||
] | ] | ||
@SolidClass base(Door, Origin) = func_door : | @SolidClass base(Door, Origin) = func_door : | ||
"A brush entity for use as a player-useable door." | "A brush entity for use as a player-useable door." | ||
[ | [ | ||
Line 3,735: | Line 3,898: | ||
] | ] | ||
@SolidClass base(Door, Origin, Angles) = func_door_rotating : | @SolidClass base(Door, Origin, Angles) = func_door_rotating : | ||
"A brush entity for use as a rotating player-useable door." | "A brush entity for use as a rotating player-useable door." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 3,750: | Line 3,913: | ||
solidbsp(choices) : "Solid Type" : 0 = | solidbsp(choices) : "Solid Type" : 0 = | ||
[ | [ | ||
0 : "VPhysics" | 0 : "VPhysics" | ||
1 : "BSP" | 1 : "BSP" | ||
] | ] | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles, Global, Studiomodel) studioprop() = prop_door_rotating : | @BaseClass = BaseFadeProp | ||
[ | |||
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist)." | |||
fademaxdist(float) : "End Fade Dist" : 0 : "Max fade distance at which the prop is visible (0 = don't fade out)" | |||
fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." + | |||
" This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." + | |||
" Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances." | |||
] | |||
@PointClass base(Targetname, Parentname, Angles, Global, Studiomodel, BaseFadeProp) sphere(fademindist) studioprop() = prop_door_rotating : | |||
"An entity used to place a door in the world." | "An entity used to place a door in the world." | ||
[ | [ | ||
slavename(target_destination) : "Slave Name" : : "The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes)." | slavename(target_destination) : "Slave Name" : : "The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes)." | ||
model(*studio) : "Door Model" : "models/props_c17/door01_left.mdl" : "Door model to use." | |||
hardware(choices) : "Hardware Type" : 1 = | hardware(choices) : "Hardware Type" : 1 = | ||
[ | [ | ||
Line 3,766: | Line 3,939: | ||
3 : "Keypad" | 3 : "Keypad" | ||
] | ] | ||
ajarangles(angle) : "Ajar Angles (Pitch Yaw Roll)" : "0 0 0" : "If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed." | ajarangles(angle) : "Ajar Angles (Pitch Yaw Roll)" : "0 0 0" : "If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed." | ||
spawnpos(choices) : "Spawn Position" : 0 = | spawnpos(choices) : "Spawn Position" : 0 = | ||
Line 3,775: | Line 3,948: | ||
3 : "Ajar (use Ajar Angles)" | 3 : "Ajar (use Ajar Angles)" | ||
] | ] | ||
axis(axis) : "Hinge Axis" | axis(axis) : "Hinge Axis (Non functional)" : : "This field does not function." | ||
distance(float) : "Rotation Distance (deg)" : 90 : "The amount, in degrees, that the door should rotate when opened." | distance(float) : "Rotation Distance (deg)" : 90 : "The amount, in degrees, that the door should rotate when opened." | ||
speed(integer) : "Speed" : 100 : "The speed at which the door moves." | speed(integer) : "Speed" : 100 : "The speed at which the door moves." | ||
Line 3,784: | Line 3,957: | ||
returndelay(integer) : "Delay Before close (-1 stay open)" : -1 : "Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself." | returndelay(integer) : "Delay Before close (-1 stay open)" : -1 : "Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself." | ||
dmg(integer) : "Damage Inflicted When Blocked" : 0 : "Amount of damage done to entities that block the movement of this door, per frame." | dmg(integer) : "Damage Inflicted When Blocked" : 0 : "Amount of damage done to entities that block the movement of this door, per frame." | ||
health(integer) : "Health (0 = Unbreakable)" : 0 // NEEDHELP: Doesn't look like this is hooked up anymore? | //health(integer) : "Health (0 = Unbreakable)" : 0 // NEEDHELP: Doesn't look like this is hooked up anymore? | ||
soundlockedoverride(sound) : "Locked Sound" : : "Sound played when the player tries to open the door, and fails because it's locked." | soundlockedoverride(sound) : "Locked Sound" : : "Sound played when the player tries to open the door, and fails because it's locked." | ||
soundunlockedoverride(sound) : "Unlocked Sound" : : "Sound played when the door is unlocked." | soundunlockedoverride(sound) : "Unlocked Sound" : : "Sound played when the door is unlocked." | ||
Line 3,803: | Line 3,976: | ||
16384 : "Door silent to NPCS (Does not alert NPCs)" : 0 | 16384 : "Door silent to NPCS (Does not alert NPCs)" : 0 | ||
32768 : "Ignore player +USE" : 0 | 32768 : "Ignore player +USE" : 0 | ||
524288: "Start Breakable" : 0 | 524288: "Start Breakable (Requires breakable model)" : 0 | ||
] | ] | ||
Line 3,844: | Line 4,017: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass color(0 0 255) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap : | @PointClass color(0 0 255) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap : | ||
"An entity that creates a sample point for the Cubic Environment Map." | "An entity that creates a sample point for the Cubic Environment Map." | ||
[ | [ | ||
Line 3,864: | Line 4,037: | ||
@BaseClass = BModelParticleSpawner | @BaseClass = BModelParticleSpawner | ||
[ | [ | ||
StartDisabled(choices) : "Start Disabled" : 0 = | StartDisabled(choices) : "Start Disabled" : 0 = | ||
[ | [ | ||
Line 3,889: | Line 4,062: | ||
] | ] | ||
@SolidClass base(Targetname, BModelParticleSpawner) = func_dustmotes : | @SolidClass base(Targetname, BModelParticleSpawner) = func_dustmotes : | ||
"A brush entity that spawns sparkling dust motes within its volume." | "A brush entity that spawns sparkling dust motes within its volume." | ||
[ | [ | ||
Line 3,896: | Line 4,069: | ||
Alpha(integer) : "Alpha" : 255 | Alpha(integer) : "Alpha" : 255 | ||
AffectedByWind(boolean) : "Affected By Wind" : 1 : "When set, the dust will be affected by any env_wind entity settings in the map." | |||
] | ] | ||
@SolidClass base( Targetname ) = func_smokevolume : | @SolidClass base( Targetname ) = func_smokevolume : | ||
"A brush entity that spawns smoke particles within its volume." | "A brush entity that spawns smoke particles within its volume." | ||
[ | [ | ||
Line 3,923: | Line 4,098: | ||
] | ] | ||
@SolidClass base( Targetname, BModelParticleSpawner ) = func_dustcloud : | @SolidClass base( Targetname, BModelParticleSpawner ) = func_dustcloud : | ||
"A brush entity that spawns a translucent dust cloud within its volume." | "A brush entity that spawns a translucent dust cloud within its volume." | ||
[ | [ | ||
Line 3,932: | Line 4,107: | ||
] | ] | ||
@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_dustpuff : | @PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_dustpuff : | ||
"An entity that can emit dust puffs." | "An entity that can emit dust puffs." | ||
[ | [ | ||
Line 3,944: | Line 4,119: | ||
] | ] | ||
@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_particlescript : | @PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_particlescript : | ||
"An entity that has special animation events that can be fired by a model with an animation inside its .qc designed for"+ | "An entity that has special animation events that can be fired by a model with an animation inside its .qc designed for"+ | ||
"use by this entity." | "use by this entity." | ||
Line 3,955: | Line 4,130: | ||
@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_effectscript : | |||
@PointClass base( Targetname, Parentname, Angles ) size( -8 -8 -8, 8 8 8 ) = env_effectscript : | |||
"An entity that allows you to script special visual effects via a script file." | "An entity that allows you to script special visual effects via a script file." | ||
[ | [ | ||
model(studio) : "Script Model" : "models/Effects/teleporttrail.mdl" : "Model to use for animation sequences." | model(studio) : "Script Model" : "models/Effects/teleporttrail.mdl" : "Model to use for animation sequences." | ||
scriptfile(string) : "Script File" : "scripts/effects/testeffect.txt" : "Name of the script to use for this model." | scriptfile(string) : "Script File" : "scripts/effects/testeffect.txt" : "Name of the script to use for this model." | ||
// Inputs | // Inputs | ||
Line 3,973: | Line 4,147: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass iconsprite("editor/logic_auto.vmt") = logic_auto : | @PointClass iconsprite("editor/logic_auto.vmt") = logic_auto : | ||
"Fires outputs when a map spawns. " + | "Fires outputs when a map spawns. " + | ||
"If 'Remove on fire' flag is set the logic_auto is deleted after firing. " + | "If 'Remove on fire' flag is set the logic_auto is deleted after firing. " + | ||
Line 3,983: | Line 4,157: | ||
1 : "Remove on fire" : 1 | 1 : "Remove on fire" : 1 | ||
] | ] | ||
globalstate(choices) : "Global State to Read" : : "If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set." = | globalstate(choices) : "Global State to Read" : : "If set, this specifies a global state to check before firing. The OnMapSpawn output will only fire if the global state is set." = | ||
[ | [ | ||
"" : "--- None ---" | "" : "--- None ---" | ||
"gordon_precriminal" : "Gordon pre-criminal" | "gordon_precriminal" : "Gordon pre-criminal" | ||
"antlion_allied" : "Antlions are player allies" | "antlion_allied" : "Antlions are player allies" | ||
// "player_stealth" : "Player in APC is disguised as combine" | // "player_stealth" : "Player in APC is disguised as combine" | ||
"suit_no_sprint" : "Suit sprint function not yet enabled" | "suit_no_sprint" : "Suit sprint function not yet enabled" | ||
"super_phys_gun" : "Super | "super_phys_gun" : "Super Gravity Gun is enabled" | ||
"friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)" | "friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)" | ||
// "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)" | // "citizens_passive" : "Citizens are *not* player allies (cannot be commanded)" | ||
Line 3,999: | Line 4,173: | ||
"is_pc" : "Game is running on a PC" | "is_pc" : "Game is running on a PC" | ||
] | ] | ||
// Outputs | // Outputs | ||
output OnMapSpawn(void) : "Fired when the map is loaded for any reason." | output OnMapSpawn(void) : "Fired when the map is loaded for any reason." | ||
Line 4,010: | Line 4,184: | ||
] | ] | ||
@PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol : | @PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol : | ||
"A camera entity that controls the player's view. While it's active, the player will see out of the camera." | "A camera entity that controls the player's view. While it's active, the player will see out of the camera." | ||
[ | [ | ||
target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active." | target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active." | ||
Line 4,031: | Line 4,205: | ||
32:"Make Player non-solid" : 0 | 32:"Make Player non-solid" : 0 | ||
64:"Interruptable by Player" : 0 | 64:"Interruptable by Player" : 0 | ||
128:"Set Fov" : 0 | |||
] | ] | ||
trackspeed(float) : "Tracking Speed of the camera" : "40" : "The speed that the camera tries to follow it's look target." | |||
fov(float) : "FOV" : "90" : "The FOV when using this camera." | |||
fov_rate(float) : "FOV rate" : "1" : "How fast we change to the new fov." | |||
speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track." | speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track." | ||
acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds." | acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds." | ||
Line 4,039: | Line 4,219: | ||
input Enable(void) : "Enable the point_viewcontrol, and start controlling the player's view." | input Enable(void) : "Enable the point_viewcontrol, and start controlling the player's view." | ||
input Disable(void) : "Disable the point_viewcontrol, and stop controlling the player's view." | input Disable(void) : "Disable the point_viewcontrol, and stop controlling the player's view." | ||
input SetTarget(string) : "Set a new target for the camera to point at." | |||
input SetTargetAttachment(string) : "Set a new attachment on the target for the camera to point at." | |||
input ReturnToEyes(void) : "Return the camera view to the player's eyes." | |||
input TeleportToView(void) : "Teleport the player to the current position of the camera." | |||
input SetTrackSpeed(float) : "Set the speed that the camera will try to track it's target." | |||
input SetPath(string) : "Have the camera start following a new path." | |||
// Outputs | // Outputs | ||
Line 4,044: | Line 4,234: | ||
] | ] | ||
@PointClass base(Targetname) = point_posecontroller : | @PointClass base(Targetname) = point_posecontroller : | ||
"An entity that controls a pose parameter of a prop and cycles the pose clientside." | "An entity that controls a pose parameter of a prop and cycles the pose clientside." | ||
[ | [ | ||
PropName(string) : "Prop Name" : : "Name of the prop to control." | PropName(string) : "Prop Name" : : "Name of the prop to control." | ||
Line 4,057: | Line 4,247: | ||
] | ] | ||
CycleFrequency(float) : "Cycle Frequency" : "0.0" : "Base cycles per second from -10.0 to 10.0." | CycleFrequency(float) : "Cycle Frequency" : "0.0" : "Base cycles per second from -10.0 to 10.0." | ||
FModulationType(choices) : "Frequency Modulation Type" : 0 = | FModulationType(choices) : "Frequency Modulation Type" : 0 = | ||
[ | [ | ||
0: "None" | 0: "None" | ||
Line 4,069: | Line 4,259: | ||
FModRate(float) : "Frequency Modulation Rate" : "0.0" : "Modulation cycles per second from -10.0f to 10.0." | FModRate(float) : "Frequency Modulation Rate" : "0.0" : "Modulation cycles per second from -10.0f to 10.0." | ||
FModAmplitude(float) : "Frequency Modulation Amplitude" : "0.0" : "Modulation extents from 0.0f to 10.0." | FModAmplitude(float) : "Frequency Modulation Amplitude" : "0.0" : "Modulation extents from 0.0f to 10.0." | ||
// Inputs | // Inputs | ||
input SetPoseParameterName(string) : "Sets the pose parameter to control." | input SetPoseParameterName(string) : "Sets the pose parameter to control." | ||
Line 4,085: | Line 4,275: | ||
"Compares an input value to another value. " + | "Compares an input value to another value. " + | ||
"If the input value is less than the compare value, the OnLessThan output is fired with the input value. " + | "If the input value is less than the compare value, the OnLessThan output is fired with the input value. " + | ||
"If the input value is equal to the compare value, the OnEqualTo output is fired with the input value. " + | "If the input value is equal to the compare value, the OnEqualTo output is fired with the input value. " + | ||
"If the input value is greater than the compare value, the OnGreaterThan output is fired with the input value." | "If the input value is greater than the compare value, the OnGreaterThan output is fired with the input value." | ||
[ | [ | ||
Line 4,091: | Line 4,281: | ||
InitialValue(integer) : "Initial value" : : "Initial value for the input value." | InitialValue(integer) : "Initial value" : : "Initial value for the input value." | ||
CompareValue(integer) : "Compare value" : : "The value to compare against." | CompareValue(integer) : "Compare value" : : "The value to compare against." | ||
// Inputs | // Inputs | ||
input SetValue(float) : "Set the value that will be compared against the compare value." | input SetValue(float) : "Set the value that will be compared against the compare value." | ||
Line 4,097: | Line 4,287: | ||
input SetCompareValue(float) : "Set the compare value." | input SetCompareValue(float) : "Set the compare value." | ||
input Compare(void) : "Force a compare of the input value with the compare value." | input Compare(void) : "Force a compare of the input value with the compare value." | ||
// Outputs | // Outputs | ||
output OnLessThan(float) : "Fired when the input value is less than the compare value. Sends the input value as data." | output OnLessThan(float) : "Fired when the input value is less than the compare value. Sends the input value as data." | ||
output OnEqualTo(float) : "Fired when the input value is equal to the compare value. Sends the input value as data." | output OnEqualTo(float) : "Fired when the input value is equal to the compare value. Sends the input value as data." | ||
output OnNotEqualTo(float) : "Fired when the input value is different from the compare value. Sends the input value as data." | output OnNotEqualTo(float) : "Fired when the input value is different from the compare value. Sends the input value as data." | ||
output OnGreaterThan(float) : "Fired when the input value is greater than the compare value. Sends the input value as data." | output OnGreaterThan(float) : "Fired when the input value is greater than the compare value. Sends the input value as data." | ||
] | ] | ||
Line 4,111: | Line 4,301: | ||
// Keys | // Keys | ||
InitialValue(integer) : "Initial value" : : "Initial value for the boolean value (0 or 1)." | InitialValue(integer) : "Initial value" : : "Initial value for the boolean value (0 or 1)." | ||
// Inputs | // Inputs | ||
input SetValue(bool) : "Set the boolean value without performing the comparison. Use this to hold a value for a future test." | input SetValue(bool) : "Set the boolean value without performing the comparison. Use this to hold a value for a future test." | ||
Line 4,118: | Line 4,308: | ||
input ToggleTest(void) : "Toggle the boolean value and tests it, firing OnTrue or OnFalse based on the new value." | input ToggleTest(void) : "Toggle the boolean value and tests it, firing OnTrue or OnFalse based on the new value." | ||
input Test(void) : "Test the input value and fire OnTrue or OnFalse based on the value." | input Test(void) : "Test the input value and fire OnTrue or OnFalse based on the value." | ||
// Outputs | // Outputs | ||
output OnTrue(bool) : "Fired when the input value is true (nonzero)." | output OnTrue(bool) : "Fired when the input value is true (nonzero)." | ||
output OnFalse(bool) : "Fired when the input value is false (zero)." | output OnFalse(bool) : "Fired when the input value is false (zero)." | ||
] | ] | ||
Line 4,184: | Line 4,374: | ||
input PickRandom(void) : "Fires a random OnCase output with at least one connection." | input PickRandom(void) : "Fires a random OnCase output with at least one connection." | ||
input PickRandomShuffle(void) : "Fires a random OnCase output with at least one connection, with no repeats until all cases have been picked, at which point the shuffle starts over." | input PickRandomShuffle(void) : "Fires a random OnCase output with at least one connection, with no repeats until all cases have been picked, at which point the shuffle starts over." | ||
// Outputs | // Outputs | ||
output OnCase01(void) : "Fired when the input value equals the Case01 value." | output OnCase01(void) : "Fired when the input value equals the Case01 value." | ||
Line 4,205: | Line 4,395: | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/logic_multicompare.vmt") = logic_multicompare : | @PointClass base(Targetname) iconsprite("editor/logic_multicompare.vmt") = logic_multicompare : | ||
"Compares a set of inputs to each other. If they are all the same, fires an OnEqual output. " + | "Compares a set of inputs to each other. If they are all the same, fires an OnEqual output. " + | ||
Line 4,244: | Line 4,434: | ||
input Toggle(void) : "Toggle the relay between enabled and disabled." | input Toggle(void) : "Toggle the relay between enabled and disabled." | ||
input CancelPending(void) : "Cancel any events fired by this relay that are currently pending in the I/O event queue." | input CancelPending(void) : "Cancel any events fired by this relay that are currently pending in the I/O event queue." | ||
// Outputs | // Outputs | ||
output OnSpawn(void) : "Fired when the relay is spawned. If the relay is set to only trigger once, it will "+ | output OnSpawn(void) : "Fired when the relay is spawned. If the relay is set to only trigger once, it will "+ | ||
Line 4,253: | Line 4,443: | ||
@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_timer.vmt") = logic_timer : | @PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_timer.vmt") = logic_timer : | ||
"An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate between" + | "An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate between" + | ||
"a high and low end, in which case it will fire alternating high/low outputs each time it fires." | "a high and low end, in which case it will fire alternating high/low outputs each time it fires." | ||
[ | [ | ||
Line 4,267: | Line 4,457: | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
LowerRandomBound(string) : "Minimum Random Interval" : : "If 'Use Random Time' is set, this is the minimum time between timer fires. The time will be a random number between this and the 'Maximum Random Interval'." | LowerRandomBound(string) : "Minimum Random Interval" : : "If 'Use Random Time' is set, this is the minimum time between timer fires. The time will be a random number between this and the 'Maximum Random Interval'." | ||
UpperRandomBound(string) : "Maximum Random Interval" : : "If 'Use Random Time' is set, this is the maximum time between timer fires. The time will be a random number between the 'Minimum Random Interval' and this." | UpperRandomBound(string) : "Maximum Random Interval" : : "If 'Use Random Time' is set, this is the maximum time between timer fires. The time will be a random number between the 'Minimum Random Interval' and this." | ||
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@PointClass base(Targetname) = hammer_updateignorelist : | @PointClass base(Targetname) = hammer_updateignorelist : | ||
"Specifies entities that are to be ignored by the hammer_update_safe_entities console command. " + | "Specifies entities that are to be ignored by the hammer_update_safe_entities console command. " + | ||
"Enter the targetnames of entities that you want to exclude into the list of fields here. " + | "Enter the targetnames of entities that you want to exclude into the list of fields here. " + | ||
"Several of these may exist in a map." | "Several of these may exist in a map." | ||
Line 4,316: | Line 4,506: | ||
@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 255 0) = logic_collision_pair : | @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(0 255 0) = logic_collision_pair : | ||
"An entity that can be used to enables/disable vphysics collisions between two target entities." | "An entity that can be used to enables/disable vphysics collisions between two target entities." | ||
[ | [ | ||
Line 4,323: | Line 4,513: | ||
startdisabled(choices) : "Start with collisions disabled" : 1 = | startdisabled(choices) : "Start with collisions disabled" : 1 = | ||
[ | |||
0 : "No" | |||
1 : "Yes" | |||
] | |||
disable_on_remove(choices) : "Restore collisions on self-removal" : 1 : "Re-enable collisions between the 2 entities if this logic_collision_pair is removed by any means." = | |||
[ | [ | ||
0 : "No" | 0 : "No" | ||
Line 4,385: | Line 4,581: | ||
"An entity that remaps a range of input values to a given range of output values." | "An entity that remaps a range of input values to a given range of output values." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
1 : "Ignore out of range input values" : 1 | 1 : "Ignore out of range input values" : 1 | ||
Line 4,398: | Line 4,594: | ||
// Inputs | // Inputs | ||
input InValue(float) : "Input value and fire the output with the remapped value." | input InValue(float) : "Input value and fire the output with the remapped value." | ||
// Outputs | // Outputs | ||
output OutValue(float) : "Fired when the InValue input is received, with the remapped input value as the parameter." | output OutValue(float) : "Fired when the InValue input is received, with the remapped input value as the parameter." | ||
Line 4,406: | Line 4,602: | ||
"Used to create a blend between two colors for controlling the color of another entity." | "Used to create a blend between two colors for controlling the color of another entity." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
1 : "Ignore out of range input values" : 1 | 1 : "Ignore out of range input values" : 1 | ||
Line 4,418: | Line 4,614: | ||
// Inputs | // Inputs | ||
input InValue(float) : "Input value and fire the output with the remapped value." | input InValue(float) : "Input value and fire the output with the remapped value." | ||
// Outputs | // Outputs | ||
output OutColor(color255) : "Fired when the InValue input is received, with the remapped RGB color as the parameter." | output OutColor(color255) : "Fired when the InValue input is received, with the remapped RGB color as the parameter." | ||
Line 4,452: | Line 4,648: | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_lineto : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_lineto : | ||
"An entity that calculates and outputs a vector from one entity to another." | "An entity that calculates and outputs a vector from one entity to another." | ||
[ | [ | ||
source(target_destination) : "Start entity" : : "Name of the entity the line should start from." | source(target_destination) : "Start entity" : : "Name of the entity the line should start from." | ||
target(target_destination) : "End entity" : : "Name of the entity that line should end at." | target(target_destination) : "End entity" : : "Name of the entity that line should end at." | ||
// Outputs | // Outputs | ||
output Line(vector) : "Fired when the vector, from the start entity to the end entity, changes. Passes along the vector as a parameter." | output Line(vector) : "Fired when the vector, from the start entity to the end entity, changes. Passes along the vector as a parameter." | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_navigation : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = logic_navigation : | ||
"An entity that is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push." | "An entity that is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push." | ||
[ | [ | ||
target(target_destination) : "Navigation Entity" : "Name of the entity to set navigation properties on." | target(target_destination) : "Navigation Entity" : "Name of the entity to set navigation properties on." | ||
Line 4,474: | Line 4,670: | ||
"Ignore" : "NPCs Ignore this when navigating (they'll bump into it)" | "Ignore" : "NPCs Ignore this when navigating (they'll bump into it)" | ||
] | ] | ||
// Inputs | // Inputs | ||
input TurnOn(void) : "Turn on. The Navigation Entity will have its navigation properties set." | input TurnOn(void) : "Turn on. The Navigation Entity will have its navigation properties set." | ||
Line 4,481: | Line 4,677: | ||
] | ] | ||
@PointClass base(Targetname) | @PointClass base(Targetname) iconsprite("editor/logic_autosave.vmt") = logic_autosave : | ||
"An entity that is used to force an autosave." | "An entity that is used to force an autosave." | ||
[ | [ | ||
Line 4,489: | Line 4,685: | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
MinimumHitPoints(integer): "Minimum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints." | MinimumHitPoints(integer): "Minimum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints." | ||
MinHitPointsToCommit(integer) : "Minimum Hit Points to Commit" : 0 : "Minimum hitpoints required to commit to save. The save will be made if you have at least Minimum Hit Points, but when the autosave timer expires, the autosave is only kept if you have at least Min Hitpoints to Commit." | MinHitPointsToCommit(integer) : "Minimum Hit Points to Commit" : 0 : "Minimum hitpoints required to commit to save. The save will be made if you have at least Minimum Hit Points, but when the autosave timer expires, the autosave is only kept if you have at least Min Hitpoints to Commit." | ||
Line 4,506: | Line 4,702: | ||
TimeToTrigget(float): "Time to trigger" : 0 : "If > 0, how long to try and get a save off before giving up" | TimeToTrigget(float): "Time to trigger" : 0 : "If > 0, how long to try and get a save off before giving up" | ||
DangerousTime(float): "Dangerous time" : 10 : "If 0, just autosave. Otherwise, do an autosavedangerous with this time threshold" | DangerousTime(float): "Dangerous time" : 10 : "If 0, just autosave. Otherwise, do an autosavedangerous with this time threshold" | ||
// Inputs | // Inputs | ||
input Enable(void) : "Enable the entity" | input Enable(void) : "Enable the entity" | ||
Line 4,512: | Line 4,708: | ||
] | ] | ||
@PointClass base(Targetname) | @PointClass base(Targetname) iconsprite("editor/point_template.vmt") = point_template : | ||
"Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. "+ | "Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. "+ | ||
"If there are interdependencies (entity I/O, hierarchy, or other name references) between the entities "+ | "If there are interdependencies (entity I/O, hierarchy, or other name references) between the entities "+ | ||
Line 4,552: | Line 4,748: | ||
] | ] | ||
@PointClass base(Targetname,Parentname,Angles) = env_entity_maker : | @PointClass base(Targetname,Parentname,Angles) = env_entity_maker : | ||
"Spawns the specified entity template at its origin. If set to auto-spawn, it will spawn the template whenever there's room and the player "+ | "Spawns the specified entity template at its origin. If set to auto-spawn, it will spawn the template whenever there's room and the player "+ | ||
"is looking elsewhere." | "is looking elsewhere." | ||
[ | [ | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
Line 4,642: | Line 4,838: | ||
] | ] | ||
@FilterClass base(BaseFilter) iconsprite("editor/ | @FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_model : | ||
"A filter that filters by the | "A filter that filters by the model of the activator." | ||
[ | [ | ||
filterclass(string) : "Filter Classname" : : "The class name to filter by. If the filter mode is Allow, only entities whose "+ | model(studio) : "Filter Model" : : "The model to filter by. If the filter mode is Allow, only entities whose "+ | ||
"model matches the given string will pass the filter. If the filter mode is Disallow, "+ | |||
"all entities EXCEPT those whose model matches the string will pass the filter." | |||
] | |||
@FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_context : | |||
"A filter that filters by a context on the activator." | |||
[ | |||
ResponseContext(string) : "Filter Context" : : "The context to filter by. If the filter mode is Allow, only entities that "+ | |||
"have a context matching the given string, of any value, will pass the filter. If the filter mode is Disallow, "+ | |||
"all entities EXCEPT those whose context matches the string will pass the filter." | |||
] | |||
@FilterClass base(BaseFilter) iconsprite("editor/filter_class.vmt") = filter_activator_class : | |||
"A filter that filters by the class name of the activator." | |||
[ | |||
filterclass(string) : "Filter Classname" : : "The class name to filter by. If the filter mode is Allow, only entities whose "+ | |||
"class name matches the given string will pass the filter. If the filter mode is Disallow, "+ | "class name matches the given string will pass the filter. If the filter mode is Disallow, "+ | ||
"all entities EXCEPT those whose class name matches the given string will pass the filter." | "all entities EXCEPT those whose class name matches the given string will pass the filter." | ||
Line 4,694: | Line 4,906: | ||
"class name matches the given string will pass the filter. If the filter mode is Disallow, "+ | "class name matches the given string will pass the filter. If the filter mode is Disallow, "+ | ||
"all entities EXCEPT those whose class name matches the given string will pass the filter." | "all entities EXCEPT those whose class name matches the given string will pass the filter." | ||
filter_radius(float) : "Radius" : 0 : "Radius by which to test the proximity of the enemy. If the filter mode is Allow, only entities whose "+ | filter_radius(float) : "Radius" : 0 : "Radius by which to test the proximity of the enemy. If the filter mode is Allow, only entities whose "+ | ||
"distance is equal to or closer than the radius will pass the filter. If the filter mode is Disallow, "+ | "distance is equal to or closer than the radius will pass the filter. If the filter mode is Disallow, "+ | ||
Line 4,700: | Line 4,912: | ||
filter_outer_radius(float) : "Outer Radius" : 0 : "Enemies outside this radius are considered invalid if Allow is set and valid if Disallow is set." | filter_outer_radius(float) : "Outer Radius" : 0 : "Enemies outside this radius are considered invalid if Allow is set and valid if Disallow is set." | ||
filter_max_per_enemy(integer) : "Max Squadmates Per Enemy" : 0 : "Maximum number of squadmates allowed to target any given entity." | filter_max_per_enemy(integer) : "Max Squadmates Per Enemy" : 0 : "Maximum number of squadmates allowed to target any given entity." | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
Line 4,727: | Line 4,939: | ||
1 : "Use target entity's angles (NOT position)" : 0 | 1 : "Use target entity's angles (NOT position)" : 0 | ||
] | ] | ||
// Inputs | // Inputs | ||
input Toggle(void) : "Toggle the sensor between enabled and disabled." | input Toggle(void) : "Toggle the sensor between enabled and disabled." | ||
input Test(void) : "Check to see if the Target Entity is facing the Look At Entity within the specified tolerance, firing either the OnFacingLookat or OnNotFacingLookat output based on the result." | input Test(void) : "Check to see if the Target Entity is facing the Look At Entity within the specified tolerance, firing either the OnFacingLookat or OnNotFacingLookat output based on the result." | ||
// Outputs | // Outputs | ||
output TargetDir(vector) : "Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter." | output TargetDir(vector) : "Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter." | ||
Line 4,760: | Line 4,972: | ||
input TestWithInterval(void) : "Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity. Once the Fire Interval expires, " + | input TestWithInterval(void) : "Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity. Once the Fire Interval expires, " + | ||
"fires the appropriate test result output if the result is stable throughout the Fire Interval." | "fires the appropriate test result output if the result is stable throughout the Fire Interval." | ||
// Outputs | // Outputs | ||
output AngularVelocity(float) : "Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity." | output AngularVelocity(float) : "Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity." | ||
Line 4,797: | Line 5,009: | ||
1 : "Test the distance as measured along the axis specified by our direction." : 0 | 1 : "Test the distance as measured along the axis specified by our direction." : 0 | ||
] | ] | ||
// Inputs | // Inputs | ||
input Toggle(void) : "Toggle the sensor between enabled and disabled." | input Toggle(void) : "Toggle the sensor between enabled and disabled." | ||
// Outputs | // Outputs | ||
output Distance(float) : "Distance of the target entity away from this entity." | output Distance(float) : "Distance of the target entity away from this entity." | ||
Line 4,806: | Line 5,018: | ||
@PointClass base(Targetname, Angles) = point_teleport : | @PointClass base(Targetname, Angles) = point_teleport : | ||
"An entity that teleports a target entity to this position and angles. "+ | "An entity that teleports a target entity to this position and angles. "+ | ||
"If 'Teleport Home' spawn flag is set, teleports the target entity to its spawn position instead." + | "If 'Teleport Home' spawn flag is set, teleports the target entity to its spawn position instead." + | ||
Line 4,820: | Line 5,032: | ||
// Inputs | // Inputs | ||
input Teleport(void) : "Teleport the target entity." | input Teleport(void) : "Teleport the target entity." | ||
input TeleportToCurrentPos(void) : "Teleport the target entity to wherever the point_teleport entity is currently. "+ | |||
"The Teleport input teleports to the initial position of the point_teleport, so this input was added to avoid breaking old content." | |||
input TeleportEntity(target_destination) : "Teleport the entity specified by the parameter override. Use this to teleport an entity other than the one specified in the Entity To Teleport field." | |||
] | ] | ||
Line 4,827: | Line 5,043: | ||
[ | [ | ||
DamageTarget(string) : "Target Entity" : "" : "If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage." | DamageTarget(string) : "Target Entity" : "" : "If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage." | ||
DamageRadius(float) : "Radius" : 256 : "All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage." | DamageRadius(float) : "Radius" : 256 : "All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage." | ||
Damage(integer) : "Damage" : 5 : "Damage done to all affected entities each time this entity fires." | Damage(integer) : "Damage" : 5 : "Damage done to all affected entities each time this entity fires." | ||
DamageDelay(float) : "Delay" : 1 : "Delay between refires, in seconds." | DamageDelay(float) : "Delay" : 1 : "Delay between refires, in seconds." | ||
DamageType(choices) : "Damage Type" : 0 : "Type of damage to inflict on entities damaged." = | DamageType(choices) : "Damage Type" : 0 : "Type of damage to inflict on entities damaged." = | ||
[ | [ | ||
Line 4,864: | Line 5,080: | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_playermoveconstraint : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_playermoveconstraint : | ||
"An entity that constrains players to a radius around itself, slowing them down the closer they get to the edge of the radius." | "An entity that constrains players to a radius around itself, slowing them down the closer they get to the edge of the radius." | ||
[ | [ | ||
Line 4,885: | Line 5,101: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@SolidClass base(BreakableBrush,Targetname, Origin, RenderFields, Shadow) = func_physbox : | @SolidClass base(BreakableBrush,Targetname, Origin, RenderFields, Shadow) = func_physbox : | ||
"A brush entity that's physically simulated." | "A brush entity that's physically simulated." | ||
[ | [ | ||
Line 4,896: | Line 5,112: | ||
32768 : "Motion Disabled" : 0 | 32768 : "Motion Disabled" : 0 | ||
65536 : "Use Preferred Carry Angles" : 0 | 65536 : "Use Preferred Carry Angles" : 0 | ||
131072: "Enable motion on | 131072: "Enable motion on Gravity Gun grab" : 0 | ||
262144: "Not affected by rotor wash" : 0 | 262144: "Not affected by rotor wash" : 0 | ||
524288: "Generate output on +USE " : 1 | 524288: "Generate output on +USE " : 1 | ||
1048576 : " | 1048576 : "Gravity Gun can ALWAYS pick up. No matter what." : 0 | ||
2097152 : " | 2097152 : "Gravity Gun is NOT allowed to pick this up." : 0 | ||
4194304 : " | 4194304 : "Gravity Gun is NOT allowed to punt this object." : 0 | ||
8388608: "Prevent motion enable on player bump" : 0 | 8388608: "Prevent motion enable on player bump" : 0 | ||
] | ] | ||
Damagetype(choices) : "Impact Damage Type" : 0 = | Damagetype(choices) : "Impact Damage Type" : 0 = | ||
[ | [ | ||
Line 4,910: | Line 5,126: | ||
1: "Sharp" | 1: "Sharp" | ||
] | ] | ||
massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass." | massScale(float) : "Mass Scale" : "0" : "A scale multiplier for the object's mass." | ||
overridescript(string) : "Override Parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'." | overridescript(string) : "Override Parameters" : "" : "A list of physics key/value pairs that are usually in a physics prop .qc file. Format is 'key,value,key,value,etc'." | ||
Line 4,916: | Line 5,132: | ||
forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion." | forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion." | ||
health(integer) : "Strength" : 0 : "Number of points of damage to take before breaking. 0 means don't break." | health(integer) : "Strength" : 0 : "Number of points of damage to take before breaking. 0 means don't break." | ||
preferredcarryangles(vector) : "Preferred Player-carry Angles" : "0 0 0" : "If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the | preferredcarryangles(vector) : "Preferred Player-carry Angles" : "0 0 0" : "If the 'Use Preferred Carry Angles' spawnflag is set, this angle is the angle which the object should orient to when the player picks it up, with the Gravity Gun or +USE." | ||
notsolid(choices) : "Not solid to world" : 0 = | notsolid(choices) : "Not solid to world" : 0 = | ||
[ | [ | ||
Line 4,922: | Line 5,138: | ||
1: "Passes through World" | 1: "Passes through World" | ||
] | ] | ||
// Inputs | // Inputs | ||
input Wake(void) : "Wake up this physics object, if it is sleeping." | input Wake(void) : "Wake up this physics object, if it is sleeping." | ||
Line 4,928: | Line 5,144: | ||
input EnableMotion(void) : "Enable physics motion/collision response." | input EnableMotion(void) : "Enable physics motion/collision response." | ||
input DisableMotion(void) : "Disable physics motion/collision response." | input DisableMotion(void) : "Disable physics motion/collision response." | ||
input ForceDrop(void) : "If this object is being carried by a player, with the | input ForceDrop(void) : "If this object is being carried by a player, with the Gravity Gun or +USE, force it to be dropped." | ||
// Outputs | // Outputs | ||
output OnDamaged(void) : "Fired when this entity is damaged." | output OnDamaged(void) : "Fired when this entity is damaged." | ||
output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)." | output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied)." | ||
output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/ | output OnMotionEnabled(void) : "Fired when motion is enabled due to damage/Gravity Gun/force." | ||
output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the | output OnPhysGunPickup(void) : "Fired when a player picks this object up, either with the Gravity Gun or +USE." | ||
output OnPhysGunPunt(void) : "Fired when a player punts this object with the | output OnPhysGunPunt(void) : "Fired when a player punts this object with the Gravity Gun." | ||
output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE | output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE GRAVITY GUN. +USE pickups do not fire this output." | ||
output OnPhysGunDrop(void) : "Fired when a player drops this object." | output OnPhysGunDrop(void) : "Fired when a player drops this object." | ||
output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set." | output OnPlayerUse(void) : "Fired when the player tries to +USE the physbox. This output will fire only if the Generate output on +USE spawnflag is set." | ||
Line 4,959: | Line 5,175: | ||
breaksound(sound) : "Play Sound on Break" : "" : "A sound played when the constraint is broken." | breaksound(sound) : "Play Sound on Break" : "" : "A sound played when the constraint is broken." | ||
teleportfollowdistance(float) : "Follow teleport distance" : "0" : "If one object teleports more than this many units away it will cause the other constrained object to teleport to an appropriate relative position." | teleportfollowdistance(float) : "Follow teleport distance" : "0" : "If one object teleports more than this many units away it will cause the other constrained object to teleport to an appropriate relative position." | ||
// Inputs | // Inputs | ||
input Break(void) : "Force the constraint to break." | input Break(void) : "Force the constraint to break." | ||
input TurnOn(void) : "Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted." | input TurnOn(void) : "Enable the constraint. Do this when the objects don't exist when the constraint spawns - or when you have deactivated the constraint. Broken constraints can NOT be turned on. They have been deleted." | ||
input TurnOff(void) : "Disable this constraint." | input TurnOff(void) : "Disable this constraint." | ||
// Outputs | // Outputs | ||
output OnBreak(void) : "Fired when the constraint breaks." | output OnBreak(void) : "Fired when the constraint breaks." | ||
] | ] | ||
@PointClass base(Targetname) = phys_constraintsystem : | @PointClass base(Targetname) = phys_constraintsystem : | ||
"An entity used to manage a group of interacting constraints and keep them stable. " + | "An entity used to manage a group of interacting constraints and keep them stable. " + | ||
"All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation." | "All constraints on a set of entities should be placed in the same system, or they will fight each other during simulation." | ||
Line 4,988: | Line 5,204: | ||
// Inputs | // Inputs | ||
input TurnOn(void) : "Enable the controller." | input TurnOn(void) : "Enable the controller." | ||
input TurnOff(void) : "Disable the controller." | input TurnOff(void) : "Disable the controller." | ||
] | ] | ||
@PointClass base(Targetname, Angles) sphere(expradius) studioprop() = physics_cannister : | @PointClass base(Targetname, Angles) sphere(expradius) studioprop() = physics_cannister : | ||
"A physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode." | "A physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode." | ||
[ | [ | ||
model(studio) : "World model" : "models/fire_equipment/w_weldtank.mdl" | model(studio) : "World model" : "models/fire_equipment/w_weldtank.mdl" | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
1 : "Start Asleep" : 0 | 1 : "Start Asleep" : 0 | ||
Line 5,022: | Line 5,238: | ||
] | ] | ||
@PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = info_constraint_anchor : | @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = info_constraint_anchor : | ||
"An entity used to attach constraints to a local position on an entity. Usually constraints will attach to the center of mass of an object. "+ | "An entity used to attach constraints to a local position on an entity. Usually constraints will attach to the center of mass of an object. "+ | ||
"Attach the desired constraint to this entity, and then parent this entity to the entity you want the constraint to apply to." | "Attach the desired constraint to this entity, and then parent this entity to the entity you want the constraint to apply to." | ||
Line 5,035: | Line 5,251: | ||
] | ] | ||
@PointClass halfgridsnap base(Targetname) = phys_spring : | @PointClass halfgridsnap base(Targetname) = phys_spring : | ||
"A physically simulated spring. "+ | "A physically simulated spring. "+ | ||
"'Length' is what's known as the 'natural spring length'. This is how long the spring would "+ | "'Length' is what's known as the 'natural spring length'. This is how long the spring would "+ | ||
Line 5,064: | Line 5,280: | ||
] | ] | ||
@PointClass halfgridsnap size(-8 -8 -8, 8 8 8) base(TwoObjectPhysics) = phys_hinge : | @PointClass halfgridsnap size(-8 -8 -8, 8 8 8) base(TwoObjectPhysics) = phys_hinge : | ||
"A physically simulated hinge. Use the helper to define the axis of rotation." | "A physically simulated hinge. Use the helper to define the axis of rotation." | ||
[ | [ | ||
Line 5,070: | Line 5,286: | ||
hingeaxis(vecline) : "Hinge Axis" | hingeaxis(vecline) : "Hinge Axis" | ||
SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the load connected to this hinge (1=just the objects directly connected)" | SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the load connected to this hinge (1=just the objects directly connected)" | ||
// Inputs | // Inputs | ||
input SetAngularVelocity(float) : "Set angular velocity around the hinge (motor) in deg/sec" | input SetAngularVelocity(float) : "Set angular velocity around the hinge (motor) in deg/sec" | ||
//// Episodic only -- for now. | //// Episodic only -- for now. | ||
minSoundThreshold(float) : "Minimum Sound Velocity" : "6" : "When travelling below this many units/sec, will not play any sound." | minSoundThreshold(float) : "Minimum Sound Velocity" : "6" : "When travelling below this many units/sec, will not play any sound." | ||
maxSoundThreshold(float) : "Full Sound Velocity" : "80" : "When travelling at this speed or above, will play sound at full volume." | maxSoundThreshold(float) : "Full Sound Velocity" : "80" : "When travelling at this speed or above, will play sound at full volume." | ||
slidesoundfwd(sound) : "Travel sound (forward)" : "" : "Play this sound when travelling forward on helper axis" | slidesoundfwd(sound) : "Travel sound (forward)" : "" : "Play this sound when travelling forward on helper axis" | ||
slidesoundback(sound) : "Travel sound (backward)" : "" : "Play this sound when travelling backward on helper axis" | slidesoundback(sound) : "Travel sound (backward)" : "" : "Play this sound when travelling backward on helper axis" | ||
reversalsoundthresholdSmall(float) : "Reversal sound threshold (small)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound." | reversalsoundthresholdSmall(float) : "Reversal sound threshold (small)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound." | ||
reversalsoundthresholdMedium(float) : "Reversal sound threshold (medium)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound." | reversalsoundthresholdMedium(float) : "Reversal sound threshold (medium)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound." | ||
reversalsoundthresholdLarge(float) : "Reversal sound threshold (large)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound." | reversalsoundthresholdLarge(float) : "Reversal sound threshold (large)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound." | ||
reversalsoundSmall(sound) : "Reversal sound (small)" : "" : "Play this sound when making a hard reverse over the small threshold but less than medium" | reversalsoundSmall(sound) : "Reversal sound (small)" : "" : "Play this sound when making a hard reverse over the small threshold but less than medium" | ||
reversalsoundMedium(sound) : "Reversal sound (medium)" : "" : "Play this sound when making a hard reverse over the medium threshold but less than large" | reversalsoundMedium(sound) : "Reversal sound (medium)" : "" : "Play this sound when making a hard reverse over the medium threshold but less than large" | ||
Line 5,092: | Line 5,308: | ||
] | ] | ||
@PointClass base(TwoObjectPhysics) iconsprite("editor/phys_ballsocket.vmt") = phys_ballsocket : | @PointClass base(TwoObjectPhysics) iconsprite("editor/phys_ballsocket.vmt") = phys_ballsocket : | ||
"A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation." | "A constraint that keeps the position of two objects fixed, relative to the constraint's origin. It does not affect rotation." | ||
[ | [ | ||
Line 5,100: | Line 5,316: | ||
] | ] | ||
@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_constraint : | @PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_constraint : | ||
"A constraint that keeps the relative position and orientation of two objects fixed." | "A constraint that keeps the relative position and orientation of two objects fixed." | ||
[ | [ | ||
] | ] | ||
@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_pulleyconstraint : | @PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_pulleyconstraint : | ||
"A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them."+ | "A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them."+ | ||
"The constraint keeps the sum of the distances between the pulley points and their suspended objects constant." | "The constraint keeps the sum of the distances between the pulley points and their suspended objects constant." | ||
Line 5,119: | Line 5,335: | ||
] | ] | ||
@PointClass halfgridsnap base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_slideconstraint : | @PointClass halfgridsnap base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_slideconstraint : | ||
"A constraint that constrains an entity along a line segment." | "A constraint that constrains an entity along a line segment." | ||
[ | [ | ||
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slidefriction(float) : "Friction" : "0" : "Resistance/friction in the constraint" | slidefriction(float) : "Friction" : "0" : "Resistance/friction in the constraint" | ||
SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the mass load connected to this constraint (1=just the objects directly connected)" | SystemLoadScale(float) : "Load Scale" : "1" : "Scale of the mass load connected to this constraint (1=just the objects directly connected)" | ||
// Inputs | // Inputs | ||
input SetVelocity(float) : "Set linear velocity along the constraint" | input SetVelocity(float) : "Set linear velocity along the constraint" | ||
//// Episodic only -- for now. | //// Episodic only -- for now. | ||
minSoundThreshold(float) : "Minimum Sound Velocity" : "6" : "When travelling below this many units/sec, will not play any sound." | minSoundThreshold(float) : "Minimum Sound Velocity" : "6" : "When travelling below this many units/sec, will not play any sound." | ||
maxSoundThreshold(float) : "Full Sound Velocity" : "80" : "When travelling at this speed or above, will play sound at full volume." | maxSoundThreshold(float) : "Full Sound Velocity" : "80" : "When travelling at this speed or above, will play sound at full volume." | ||
slidesoundfwd(sound) : "Travel sound (forward)" : "" : "Play this sound when travelling forward on helper axis" | slidesoundfwd(sound) : "Travel sound (forward)" : "" : "Play this sound when travelling forward on helper axis" | ||
slidesoundback(sound) : "Travel sound (backward)" : "" : "Play this sound when travelling backward on helper axis" | slidesoundback(sound) : "Travel sound (backward)" : "" : "Play this sound when travelling backward on helper axis" | ||
reversalsoundthresholdSmall(float) : "Reversal sound threshold (small)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound." | reversalsoundthresholdSmall(float) : "Reversal sound threshold (small)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the small reversal sound." | ||
reversalsoundthresholdMedium(float) : "Reversal sound threshold (medium)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound." | reversalsoundthresholdMedium(float) : "Reversal sound threshold (medium)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the medium reversal sound." | ||
reversalsoundthresholdLarge(float) : "Reversal sound threshold (large)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound." | reversalsoundthresholdLarge(float) : "Reversal sound threshold (large)" : "0" : "When accelerating by more than this many units/sec^2 opposite to direction of travel, play the large reversal sound." | ||
reversalsoundSmall(sound) : "Reversal sound (small)" : "" : "Play this sound when making a hard reverse over the small threshold but less than medium" | reversalsoundSmall(sound) : "Reversal sound (small)" : "" : "Play this sound when making a hard reverse over the small threshold but less than medium" | ||
reversalsoundMedium(sound) : "Reversal sound (medium)" : "" : "Play this sound when making a hard reverse over the medium threshold but less than large" | reversalsoundMedium(sound) : "Reversal sound (medium)" : "" : "Play this sound when making a hard reverse over the medium threshold but less than large" | ||
Line 5,151: | Line 5,367: | ||
] | ] | ||
@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_lengthconstraint : | @PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_lengthconstraint : | ||
"A constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think off it as a virtual rope." | "A constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think off it as a virtual rope." | ||
[ | [ | ||
Line 5,164: | Line 5,380: | ||
] | ] | ||
@PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_ragdollconstraint : | @PointClass base(TwoObjectPhysics) studio("models/editor/axis_helper.mdl") = phys_ragdollconstraint : | ||
"A constraint that fixes the position of two entities, relative to this constraint's origin. Also allows for limits on the rotation around each axis, in the space of this constraint." | "A constraint that fixes the position of two entities, relative to this constraint's origin. Also allows for limits on the rotation around each axis, in the space of this constraint." | ||
[ | [ | ||
Line 5,184: | Line 5,400: | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(0 0 255) = phys_convert : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) color(0 0 255) = phys_convert : | ||
"Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics." | "Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics." | ||
[ | [ | ||
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// Inputs | // Inputs | ||
input ConvertTarget(void) : "Converts this entity's target to a physically simulated object." | input ConvertTarget(void) : "Converts this entity's target to a physically simulated object." | ||
] | ] | ||
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] | ] | ||
@PointClass base(Angles, ForceController) = phys_thruster : | @PointClass base(Angles, ForceController) = phys_thruster : | ||
"An entity used to apply constant acceleration to a physics object. "+ | "An entity used to apply constant acceleration to a physics object. "+ | ||
"The force and torque is calculated using the position and direction of the thruster as an impulse. So moving those off the object's center "+ | "The force and torque is calculated using the position and direction of the thruster as an impulse. So moving those off the object's center "+ | ||
Line 5,238: | Line 5,454: | ||
32: "Ignore Pos" : 0 | 32: "Ignore Pos" : 0 | ||
] | ] | ||
force(string) : "Force" : "0" : "Force (will be integrated, units are force kg*in/s^2)" | force(string) : "Force" : "0" : "Force (will be integrated, units are force kg*in/s^2)" | ||
] | ] | ||
@PointClass halfgridsnap base(ForceController) = phys_torque : | @PointClass halfgridsnap base(ForceController) = phys_torque : | ||
"An angular thruster. Use it to apply angular force to an entity." | "An angular thruster. Use it to apply angular force to an entity." | ||
[ | [ | ||
Line 5,250: | Line 5,466: | ||
] | ] | ||
@PointClass base(Targetname) halfgridsnap size(-8 -8 -8, 8 8 8) = phys_motor : | @PointClass base(Targetname) halfgridsnap size(-8 -8 -8, 8 8 8) = phys_motor : | ||
"An entity that tries to spin a target entity at a particular speed." | "An entity that tries to spin a target entity at a particular speed." | ||
[ | [ | ||
Line 5,277: | Line 5,493: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles, Studiomodel) studio() = phys_magnet : | @PointClass base(Targetname, Parentname, Angles, Studiomodel) studio() = phys_magnet : | ||
"An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it." | "An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it." | ||
[ | [ | ||
Line 5,314: | Line 5,530: | ||
@BaseClass = prop_detail_base | @BaseClass = prop_detail_base | ||
[ | [ | ||
model(studio) : "World model" | model(*studio) : "World model" | ||
] | ] | ||
@BaseClass base(Angles, DXLevelChoice) = prop_static_base | @BaseClass base(Angles, DXLevelChoice, Shadow) = prop_static_base | ||
[ | [ | ||
model(studio) : "World Model" | model(*studio) : "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." | 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." | ||
solid(choices) : "Collisions" : 6 = | solid(choices) : "Collisions" : 6 = | ||
Line 5,343: | Line 5,559: | ||
" Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances." | " Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances." | ||
lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin." | lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin." | ||
disablevertexlighting(choices) : "Disable Vertex | disablevertexlighting(choices) : "Disable Vertex Lighting" : 0 = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
disableselfshadowing(choices) : "Disable Self-Shadowing with vertex lighting" | disableselfshadowing(choices) : "Disable Self-Shadowing for VL" : 0 : "Disable Self-Shadowing with vertex lighting" = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
ignorenormals(choices) : "Ignore surface normal for computing vertex lighting" | ignorenormals(choices) : "Ignore Surface Normals for VL" : 0 : "Ignore surface normal for computing vertex lighting" = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
generatelightmaps(choices) : "Generate lightmaps" : 0 : "Generate and use lightmaps for this static prop. The model must not have overlapping UVs! Requires vrad.exe to be ran with -StaticPropLighting parameter." = | |||
[ | |||
0 : "No" | |||
1 : "Yes" | |||
] | |||
enablelightbounce(choices) : "Enable Bounced Lighting" : 0 : "Whether VRAD should create indirect lighting from this prop. Requires vrad.exe to be ran with -StaticPropBounce 3 parameter." = | |||
[ | |||
0 : "No" | |||
1 : "Yes" | |||
] | |||
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)" | |||
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)" | |||
] | ] | ||
@BaseClass base(Parentname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice, BaseFadeProp, RenderFields) = prop_dynamic_base | @BaseClass base(Parentname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice, BaseFadeProp, RenderFields, GMODLightOrigin, Shadow) = prop_dynamic_base | ||
[ | [ | ||
solid(choices) : "Collisions" : 6 = | solid(choices) : "Collisions" : 6 = | ||
Line 5,393: | Line 5,613: | ||
MinAnimTime(float) : "Min Random Anim Time" : "5" : "Minimum time between random animations." | MinAnimTime(float) : "Min Random Anim Time" : "5" : "Minimum time between random animations." | ||
MaxAnimTime(float) : "Max Random Anim Time" : "10" : "Maximum time between random animations." | MaxAnimTime(float) : "Max Random Anim Time" : "10" : "Maximum time between random animations." | ||
SetBodyGroup(integer) : "Body Group" : 0 | SetBodyGroup(integer) : "Body Group" : 0 : "Sets body groups on the model, if it has any." | ||
DisableBoneFollowers(choices) : "Disable Bone Followers" : 0 : "If set, this prop won't generate bone followers, even if they're listed in the model's .qc" = | DisableBoneFollowers(choices) : "Disable Bone Followers" : 0 : "If set, this prop won't generate bone followers, even if they're listed in the model's .qc" = | ||
[ | [ | ||
Line 5,424: | Line 5,644: | ||
output OnAnimationDone(void) : "Fired whenever an animation is complete." | output OnAnimationDone(void) : "Fired whenever an animation is complete." | ||
rendercolor(color255) : "Color (R G B)" : "255 255 255" | rendercolor(color255) : "Color (R G B)" : "255 255 255" | ||
] | ] | ||
@PointClass base(prop_detail_base) studioprop() = prop_detail : | @PointClass base(prop_detail_base) studioprop() = prop_detail : | ||
"Detail Prop" | "Detail Prop" | ||
[ | [ | ||
Line 5,461: | Line 5,680: | ||
@BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice, BaseFadeProp) = BasePropPhysics | @BaseClass base(Targetname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice, BaseFadeProp) = BasePropPhysics | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
1 : "Start Asleep" : 0 | 1 : "Start Asleep" : 0 | ||
Line 5,468: | Line 5,687: | ||
4 : "Debris - Don't collide with the player or other debris" : 0 | 4 : "Debris - Don't collide with the player or other debris" : 0 | ||
8 : "Motion Disabled" : 0 | 8 : "Motion Disabled" : 0 | ||
64 : "Enable motion on | 64 : "Enable motion on Gravity Gun grab" : 0 | ||
128 : "Not affected by rotor wash" : 0 | 128 : "Not affected by rotor wash" : 0 | ||
256 : "Generate output on +USE " : 1 | 256 : "Generate output on +USE " : 1 | ||
Line 5,475: | Line 5,694: | ||
4096: "Debris with trigger interaction" : 0 | 4096: "Debris with trigger interaction" : 0 | ||
8192: "Force server-side (Multiplayer only)" : 0 | 8192: "Force server-side (Multiplayer only)" : 0 | ||
1048576: " | 1048576: "Gravity Gun can ALWAYS pick up. No matter what." : 0 | ||
] | ] | ||
minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount." | minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount." | ||
shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Use this to override how far this object casts shadows. 0 = default distance." | shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Use this to override how far this object casts shadows. 0 = default distance." | ||
Line 5,498: | Line 5,717: | ||
damagetoenablemotion(integer) : "Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion." | damagetoenablemotion(integer) : "Health Level to Override Motion" : 0 : "If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion." | ||
forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion." | forcetoenablemotion(float) : "Physics Impact Force to Override Motion" : 0 : "If specified, this object will start motion disabled. Any impact that imparts a force greater than this value on the physbox will enable motion." | ||
puntsound(sound) : "Sound to make when punted" | puntsound(sound) : "Sound to make when punted" | ||
Line 5,517: | Line 5,736: | ||
output OnMotionEnabled(void) : "Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input." | output OnMotionEnabled(void) : "Fired when motion is enabled on this prop, either via 'Health Level to Override Motion' or from the EnableMotion input." | ||
output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied to it while it's asleep)." | output OnAwakened(void) : "Fired when this entity becomes awake (collision/force is applied to it while it's asleep)." | ||
output OnPhysGunPickup(void) : "Fired when the player picks up the prop with the | output OnPhysGunPickup(void) : "Fired when the player picks up the prop with the Gravity Gun or +USE." | ||
output OnPhysGunPunt(void) : "Fired when a player punts this object with the | output OnPhysGunPunt(void) : "Fired when a player punts this object with the Gravity Gun." | ||
output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE | output OnPhysGunOnlyPickup(void) : "Fired when a player picks this object up WITH THE GRAVITY GUN. +USE pickups do not fire this output." | ||
output OnPhysGunDrop(void) : "Fired when the player drops the prop with the | output OnPhysGunDrop(void) : "Fired when the player drops the prop with the Gravity Gun or USE." | ||
output OnPlayerUse(void) : "Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set." | output OnPlayerUse(void) : "Fired when the player tries to +USE the prop. This output will fire only if the Generate output on +USE spawnflag is set." | ||
output OnPlayerPickup(void) : "Fired whenever the player picks up this prop (with the | output OnPlayerPickup(void) : "Fired whenever the player picks up this prop (with the Gravity Gun or with +USE)." | ||
output OnOutOfWorld(void) : "Fired whenever the prop is out of the allowed world bounds." | output OnOutOfWorld(void) : "Fired whenever the prop is out of the allowed world bounds." | ||
] | ] | ||
Line 5,531: | Line 5,750: | ||
[ | [ | ||
health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break." | health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break." | ||
// Inputs | // Inputs | ||
input Ignite(void) : "Ignite, burst into flames." | input Ignite(void) : "Ignite, burst into flames." | ||
Line 5,564: | Line 5,783: | ||
3: "Non-Solid, Client-side" | 3: "Non-Solid, Client-side" | ||
] | ] | ||
] | |||
@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(radius) = prop_sphere : "A model with a spherical physics mesh." | |||
[ | |||
radius(float) : "Radius" : 12 : "How large the sphere's radius should be." | |||
] | ] | ||
Line 5,569: | Line 5,793: | ||
"A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model." | "A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
4 : "Debris - Don't collide with the player or other debris" : 1 | 4 : "Debris - Don't collide with the player or other debris" : 1 | ||
Line 5,579: | Line 5,803: | ||
angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear." | angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear." | ||
input StartRagdollBoogie( | input StartRagdollBoogie(float) : "Begins ragdoll boogie effect. Parameter override = number of seconds to boogie." | ||
input EnableMotion(void) : "Enable physics motion/collision response." | input EnableMotion(void) : "Enable physics motion/collision response." | ||
input DisableMotion(void) : "Disable physics motion/collision response." | input DisableMotion(void) : "Disable physics motion/collision response." | ||
Line 5,591: | Line 5,815: | ||
[ | [ | ||
0: "Not Solid" | 0: "Not Solid" | ||
] | ] | ||
InitialOwner(string) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup." | InitialOwner(string) : "Target Entity" : : "Name of the entity that this ornament should attach to, at startup." | ||
// Inputs | // Inputs | ||
input SetAttached(string) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to." | input SetAttached(string) : "Attach the ornament to a different entity. Parameter should be the name of entity to attach to." | ||
Line 5,643: | Line 5,867: | ||
] | ] | ||
@SolidClass base(BreakableBrush, Origin, RenderFields, Shadow) = func_breakable : | @SolidClass base(BreakableBrush, Origin, RenderFields, Shadow) = func_breakable : | ||
"A brush entity that can be broken from damage, or an input." | "A brush entity that can be broken from damage, or an input." | ||
[ | [ | ||
minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount." | minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount." | ||
Line 5,652: | Line 5,876: | ||
] | ] | ||
@SolidClass quadbounds() base(BreakableBrush, RenderFields, Shadow) = func_breakable_surf : | @SolidClass quadbounds() base(BreakableBrush, RenderFields, Shadow) = func_breakable_surf : | ||
"A breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as NODRAW and that" + | "A breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as NODRAW and that" + | ||
"face must be 4 sided. The material applied to the visible face must be set up to be breakable." | "face must be 4 sided. The material applied to the visible face must be set up to be breakable." | ||
[ | [ | ||
spawnflags(Flags) = | spawnflags(Flags) = | ||
[ | [ | ||
1 : "Physics damage decals" : 0 | 1 : "Physics damage decals" : 0 | ||
Line 5,663: | Line 5,887: | ||
health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking." | health(integer) : "Health" : 5 : "The amount of damage the surface takes before breaking." | ||
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." | 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." | ||
surfacetype(choices) : "Surface Type" : 0 = | surfacetype(choices) : "Surface Type" : 0 = | ||
[ | [ | ||
0 : "Glass" | 0 : "Glass" | ||
Line 5,673: | Line 5,897: | ||
] | ] | ||
@SolidClass base(Targetname, Parentname, RenderFields, Shadow) = func_conveyor : | @SolidClass base(Targetname, Parentname, RenderFields, Shadow) = func_conveyor : | ||
" | "A conveyor belt with a moving surface. The surface material should have a ConveyorScroll Material Proxy, to synchronize the material movement and push effect." | ||
[ | [ | ||
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction conveyor moves." | movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction conveyor moves." | ||
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] | ] | ||
@SolidClass base(DXLevelChoice) color(0 180 0) = func_detail : | @SolidClass base(DXLevelChoice) color(0 180 0) = func_detail : | ||
"An entity that turns its brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry "+ | "An entity that turns its brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry "+ | ||
"is not clipped to detail brushes, so if you have a small detail clump attached to a wall, the wall won't be cut up by the detail brush."+ | "is not clipped to detail brushes, so if you have a small detail clump attached to a wall, the wall won't be cut up by the detail brush."+ | ||
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] | ] | ||
@SolidClass color(180 180 0) = func_viscluster : | @SolidClass color(180 180 0) = func_viscluster : | ||
"Any leaves touching this brush will have their vis merged together into a single cluster. Use multiple func_viscluster entities to reduce vis time" | "Any leaves touching this brush will have their vis merged together into a single cluster. Use multiple func_viscluster entities to reduce vis time" | ||
[ | [ | ||
] | ] | ||
@SolidClass base(Targetname, Parentname, Origin, RenderFields, Shadow) = func_illusionary : | @SolidClass base(Targetname, Parentname, Origin, RenderFields, Shadow) = func_illusionary : | ||
"Legacy support. Use func_brush instead." | "Legacy support. Use func_brush instead." | ||
[ | [ | ||
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | ||
] | ] | ||
@SolidClass base(Targetname, Parentname) = func_precipitation : | @SolidClass base(Targetname, Parentname) = func_precipitation : | ||
"A brush entity that creates rain and snow inside its volume." | "A brush entity that creates rain and snow inside its volume." | ||
[ | [ | ||
renderamt(integer) : "Density (0-100%)" : 5 | renderamt(integer) : "Density (0-100%)" : 5 : "Density of the particles for both normal and particle-based precipitation types. In range of 0 to 100." | ||
rendercolor(color255) : "Color (R G B)" : "100 100 100" | //rendercolor(color255) : "Color (R G B)" : "100 100 100" : "Color for the non particle-based precipitation types." // Doesn't do anything? | ||
preciptype(choices) : "Precipitation Type" : 0 = | preciptype(choices) : "Precipitation Type" : 0 = | ||
[ | [ | ||
0 : "Rain" | 0 : "Rain" | ||
Line 5,719: | Line 5,943: | ||
2 : "Ash" | 2 : "Ash" | ||
3 : "Snowfall" | 3 : "Snowfall" | ||
4 : "Particle Rain" | |||
5 : "Particle Ash" | |||
6 : "Particle Rainstorm" | |||
7 : "Particle Snow" | |||
] | ] | ||
particle_name(string) : "Particle System Override (Close)" : "" : "If any of these are set, will override 'Precipitation Type' with a custom particle based one.\r\n"+ | |||
"This is the closest particle system to the player.\r\nYour map should contain the entered particle system by name in one of the PCF files in its manifest.\r\n"+ | |||
"Control point data for each system is: 1 = World position of the particle, 2=Player position/orientation, 3=Density (X component)" | |||
particle_name_inner(string) : "Particle System Override (Inner)" : "" : "If any of these are set, will override 'Precipitation Type' with a custom particle based one.\r\n"+ | |||
"This is the middle particle system.\r\nYour map should contain the entered particle system by name in one of the PCF files in its manifest." | |||
particle_name_outer(string) : "Particle System Override (Outer)" : "" : "If any of these are set, will override 'Precipitation Type' with a custom particle based one.\r\n"+ | |||
"This is the farthest particle system from the player.\r\nYour map should contain the entered particle system by name in one of the PCF files in its manifest." | |||
particle_dist_inner(float) : "Particle System Distance (Inner)" : "180" : "If using custom particle systems, this will be the distance of the middle one from the player." | |||
// Inputs | |||
input Alpha(integer) : "Set the particle density (0 - 100)." | |||
] | ] | ||
@SolidClass base(func_wall) = func_wall_toggle : | @SolidClass base(Targetname, Parentname) = func_precipitation_blocker : | ||
"A brush entity that can be toggled on/off. When off, the brush will be non-solid and invisible. Does not cast lightmap shadows." | "A brush entity that prevents rain and snow inside its volume." | ||
[ | |||
] | |||
@SolidClass base(func_wall) = func_wall_toggle : | |||
"A brush entity that can be toggled on/off. When off, the brush will be non-solid and invisible. Does not cast lightmap shadows." | |||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
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// Inputs | // Inputs | ||
input Toggle(void) : "Toggle the brush on/off. When off, the brush will be non-solid and invisible." | input Toggle(void) : "Toggle the brush on/off. When off, the brush will be non-solid and invisible." | ||
] | ] | ||
//@SolidClass base(Door) = func_water : | //@SolidClass base(Door) = func_water : | ||
// "Liquid" // NEEDHELP | // "Liquid" // NEEDHELP | ||
//[ | //[ | ||
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health(integer) : "Damage to Take" : 0 : "The amount of damage taken before this target is killed." | health(integer) : "Damage to Take" : 0 : "The amount of damage taken before this target is killed." | ||
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | ||
// Inputs | // Inputs | ||
input Start(void) : "Start the target moving." | input Start(void) : "Start the target moving." | ||
input Stop(void) : "Stop the target from moving." | input Stop(void) : "Stop the target from moving." | ||
input Toggle(void) : "Toggle the target between moving and stopped." | input Toggle(void) : "Toggle the target between moving and stopped." | ||
// Outputs | // Outputs | ||
output OnDeath(void) : "Fires when the target is killed." | output OnDeath(void) : "Fires when the target is killed." | ||
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//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@BaseClass = PlatSounds | @BaseClass = PlatSounds | ||
[ | [ | ||
movesnd(choices) : "Move Sound" : 0 : "The sound played whenever the platform starts moving." = | movesnd(choices) : "Move Sound" : 0 : "The sound played whenever the platform starts moving." = | ||
[ | [ | ||
0: "No Sound" | 0: "No Sound" | ||
Line 5,797: | Line 6,042: | ||
13: "odd elev 2" | 13: "odd elev 2" | ||
] | ] | ||
stopsnd(choices) : "Stop Sound" : 0 : "The sound played when the platform stops moving." = | stopsnd(choices) : "Stop Sound" : 0 : "The sound played when the platform stops moving." = | ||
[ | [ | ||
0: "No Sound" | 0: "No Sound" | ||
Line 5,825: | Line 6,070: | ||
] | ] | ||
rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees." | rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees." | ||
train(target_destination) : "Train to Switch" | train(target_destination) : "Train to Switch" : : "Name of the func_tracktrain this platform will transport to the top/bottom track." | ||
toptrack(target_destination) : "Top Track" | toptrack(target_destination) : "Top Track" : : "Name of last path_track of the top path. If 'Start at Bottom' flag is selected, name of the first path_track at the top path." | ||
bottomtrack(target_destination) : "Bottom Track" | bottomtrack(target_destination) : "Bottom Track" : : "Name of first path_track of the top path. If 'Start at Bottom' flag is selected, name of the last path_track at the bottom path." | ||
speed(integer) : "Move/Rotate Speed" : 0 | speed(integer) : "Move/Rotate Speed" : 0 : "Speed at which the entity travels the whole way up/down (units per second)." | ||
] | ] | ||
@BaseClass base(Targetname, Parentname, Origin, RenderFields, Global, Shadow) = BaseTrain | @BaseClass base(Targetname, Parentname, Origin, RenderFields, Global, Shadow, GMODSandbox) = BaseTrain | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 5,843: | Line 6,088: | ||
512 : "Is unblockable by player" : 0 | 512 : "Is unblockable by player" : 0 | ||
] | ] | ||
target(target_destination) : "First Stop Target" : "" : "The name of the first path_track in the train's path. The train " + | target(target_destination) : "First Stop Target" : "" : "The name of the first path_track in the train's path. The train " + | ||
"will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting." | "will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting." | ||
startspeed(integer) : "Max Speed (units / second)" : 100 : "The maximum speed that this train can move. "+ | startspeed(integer) : "Max Speed (units / second)" : 100 : "The maximum speed that this train can move. "+ | ||
"Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value." | "Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value." | ||
speed(integer) : "Initial Speed (units / second)" : 0 : "The speed that the train will move at after it spawns, 0 = stopped." | speed(integer) : "Initial Speed (units / second)" : 0 : "The speed that the train will move at after it spawns, 0 = stopped." | ||
velocitytype(choices) : "Change Velocity" : 0 : "The method through which this train changes its velocity as it moves along the path." = | velocitytype(choices) : "Change Velocity" : 0 : "The method through which this train changes its velocity as it moves along the path." = | ||
[ | [ | ||
Line 5,858: | Line 6,103: | ||
2 : "Ease in/ease out" | 2 : "Ease in/ease out" | ||
] | ] | ||
orientationtype(choices) : "Change angles" : 1 : "The method through which this train changes its orientation as it moves along the path." = | orientationtype(choices) : "Change angles" : 1 : "The method through which this train changes its orientation as it moves along the path." = | ||
[ | [ | ||
Line 5,866: | Line 6,111: | ||
3 : "Ease in/ease out" | 3 : "Ease in/ease out" | ||
] | ] | ||
wheels(integer) : "Distance Between the Wheels" : 50 : "Used for turning and stopping." | wheels(integer) : "Distance Between the Wheels" : 50 : "Used for turning and stopping." | ||
height(integer) : "Height above track" : 4 : "The height above the track that this train moves." | height(integer) : "Height above track" : 4 : "The height above the track that this train moves." | ||
bank(string) : "Bank Angle on Turns" : "0" | bank(string) : "Bank Angle on Turns" : "0" : "The angle at which the train will 'bank' or tilt when approaching a turn. Use positive or negative angle numbers close to 0 (i.e., between -5 and +5, depending on left or right) to achieve realistic tilt angles." | ||
dmg(integer) : "Damage on Crush" : 0 : "The amount of damage this train does to entities that block it." | dmg(integer) : "Damage on Crush" : 0 : "The amount of damage this train does to entities that block it." | ||
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | ||
Line 5,898: | Line 6,143: | ||
] | ] | ||
@SolidClass base(Trackchange) = func_trackautochange : | @SolidClass base(Trackchange) = func_trackautochange : | ||
"An entity that works as a rotating/moving platform that will carry a train to a new track. "+ | "An entity that works as a rotating/moving platform that will carry a train to a new track. "+ | ||
"It must be larger in X-Y planar area than the train, since it must contain the train within "+ | "It must be larger in X-Y planar area than the train, since it must contain the train within "+ | ||
Line 5,904: | Line 6,149: | ||
[ | [ | ||
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | _minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush." | ||
// Inputs | // Inputs | ||
input Trigger(void) : "Trigger the track change." | input Trigger(void) : "Trigger the track change." | ||
] | ] | ||
@SolidClass base(Trackchange) = func_trackchange : | @SolidClass base(Trackchange) = func_trackchange : | ||
"An entity that works as a rotating/moving platform that will carry a train to a new track. "+ | "An entity that works as a rotating/moving platform that will carry a train to a new track. "+ | ||
"It must be larger in X-Y planar area than the train, since it must contain the train within "+ | "It must be larger in X-Y planar area than the train, since it must contain the train within "+ | ||
Line 5,922: | Line 6,167: | ||
"When it spawns it will automatically rotate to face the next path_track on the path." | "When it spawns it will automatically rotate to face the next path_track on the path." | ||
[ | [ | ||
ManualSpeedChanges(choices) : "Manual Train Speed" : 0 : "Train Speed is controlled through IO, handles accel, decel times." = | ManualSpeedChanges(choices) : "Manual Train Speed" : 0 : "Train Speed is controlled through IO, handles accel, decel times." = | ||
[ | [ | ||
Line 5,932: | Line 6,172: | ||
1 : "On" | 1 : "On" | ||
] | ] | ||
ManualAccelSpeed(float) : "Manual Accel Speed" : 0 : "Units per second to accelerate to target speed." | ManualAccelSpeed(float) : "Manual Accel Speed" : 0 : "Units per second to accelerate to target speed." | ||
ManualDecelSpeed(float) : "Manual Decel Speed" : 0 : "Units per second to decelerate to target speed." | ManualDecelSpeed(float) : "Manual Decel Speed" : 0 : "Units per second to decelerate to target speed." | ||
// Inputs | |||
input SetSpeedDirAccel(float) : "Accel/Decel to the specified speed, as a ratio of max speed. Negative values reverse the direction [-1, 1]" | input SetSpeedDirAccel(float) : "Accel/Decel to the specified speed, as a ratio of max speed. Negative values reverse the direction [-1, 1]" | ||
input TeleportToPathTrack(string) : "Teleport train to the designated path track." | input TeleportToPathTrack(string) : "Teleport train to the designated path track." | ||
input SetSpeedForwardModifier(float) : "Applies the given modifier to all forward speeds. [0, 1]" | input SetSpeedForwardModifier(float) : "Applies the given modifier to all forward speeds. [0, 1]" | ||
// GMOD: From Portal 2 | |||
input MoveToPathNode(string) : "Start moving to a destination and stop when you get there. This must be in the same path." | |||
input TeleportToPathNode(string) : "Teleport to a destination and stop there. This can be in a new path." | |||
input LockOrientation(void) : "Lock the current orientation of the train." | |||
input UnlockOrientation(void) : "Unlock the current orientation of the train." | |||
input SetMaxSpeed(float) : "Set a new max speed for the train." | |||
// Outputs | |||
output OnStart(void) : "Fired when the train starts moving in either direction." | |||
output OnNextPoint(string) : "Fires continuously every frame when the train is moving to its next destination." | |||
//output OnNext(string) : "Fires when this train picks a new point to move towards (and just after OnStart)." | |||
output OnArrivedAtDestinationNode(void) : "Fired when this train arrives at a destination that was specified by the MoveToPathNode Input." | |||
] | ] | ||
@SolidClass base(BaseTrain) = func_tanktrain : | @SolidClass base(BaseTrain) = func_tanktrain : | ||
"A moving train that follows a path of path_track entities, shoots at the player, and can be killed.\n" + | "A moving train that follows a path of path_track entities, shoots at the player, and can be killed.\n" + | ||
"NOTE: Build your train so that the front of the train is facing down the X axis. " + | "NOTE: Build your train so that the front of the train is facing down the X axis. " + | ||
"When it spawns it will automatically rotate to face the next path_track on the path." | "When it spawns it will automatically rotate to face the next path_track on the path." | ||
[ | [ | ||
health(integer) : "Health" : 100 | health(integer) : "Health" : 100 | ||
// Outputs | // Outputs | ||
output OnDeath(void) : "Fired when the tank is killed." | output OnDeath(void) : "Fired when the tank is killed." | ||
Line 5,958: | Line 6,213: | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/tanktrain_aitarget.vmt") = tanktrain_aitarget : | @PointClass base(Targetname) iconsprite("editor/tanktrain_aitarget.vmt") = tanktrain_aitarget : | ||
"An entity that changes the target of a tanktrain_ai entity." | "An entity that changes the target of a tanktrain_ai entity." | ||
[ | [ | ||
Line 5,965: | Line 6,220: | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/tanktrain_ai.vmt") = tanktrain_ai : | @PointClass base(Targetname) iconsprite("editor/tanktrain_ai.vmt") = tanktrain_ai : | ||
" | "Makes a func_tracktrain chase a specific entity along its path, by moving to the closest node on the path to the target entity." | ||
[ | [ | ||
target(target_destination) : "Train Name" | target(target_destination) : "Train Name" : "" : "The func_tanktrain to move." | ||
startsound(sound) : "Start Moving Sound" : "vehicles/ | chasetarget(target_destination) : "Chase Target" : "" : "The target to chase. !player and similar work. Leave empty for no target." | ||
enginesound(sound) : "Engine Loop Sound" : "vehicles/ | |||
movementsound(sound) : "Vehicle Movement Sound" : "vehicles/ | startsound(sound) : "Start Moving Sound" : "vehicles/crane/crane_magnet_switchon.wav" : "Sound to play when the train starts moving." | ||
enginesound(sound) : "Engine Loop Sound" : "vehicles/crane/crane_idle_loop3.wav" : "Looping sound to play when the train is not moving." | |||
movementsound(sound) : "Vehicle Movement Sound" : "vehicles/crane/crane_turn_loop2.wav" : "Looping sound for when the train is moving." | |||
input TargetEntity(string) : "Start chasing the entity with this name" | |||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles) cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) color(255 192 0) size(16 16 16) = path_track : | @PointClass base(Targetname, Parentname, Angles) cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) color(255 192 0) size(16 16 16) = path_track : | ||
"An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path." | "An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path." | ||
[ | [ | ||
Line 5,987: | Line 6,246: | ||
64: "Part of a downhill path" : 0 | 64: "Part of a downhill path" : 0 | ||
] | ] | ||
target(target_destination) : "Next Stop Target" : : "The next path_track in the path." | target(target_destination) : "Next Stop Target" : : "The next path_track in the path." | ||
altpath(target_destination) : "Branch Path" : : "An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active." | altpath(target_destination) : "Branch Path" : : "An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active." | ||
Line 6,021: | Line 6,280: | ||
// | // | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(255 255 255) = test_traceline : | @PointClass base(Angles) size(-16 -16 -16, 16 16 16) color(255 255 255) = test_traceline : | ||
"A debugging tool for testing tracelines." | "A debugging tool for testing tracelines." | ||
[ | [ | ||
Line 6,033: | Line 6,292: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@SolidClass base(Targetname) = trigger_autosave : | @SolidClass base(Targetname) = trigger_autosave : | ||
"A trigger volume that autosaves when the player touches it." | "A trigger volume that autosaves when the player touches it." | ||
[ | [ | ||
Line 6,043: | Line 6,302: | ||
] | ] | ||
DangerousTimer(float) : "Dangerous Timer" : 0 : "The number of seconds the player must survive before this autosave takes effect." | DangerousTimer(float) : "Dangerous Timer" : 0 : "The number of seconds the player must survive before this autosave takes effect." | ||
MinimumHitPoints(integer): "Minumum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints." | MinimumHitPoints(integer): "Minumum Hit Points" : 0 : "Don't save dangerous when player has less than this many hitpoints." | ||
] | ] | ||
@SolidClass base(EnableDisable) = trigger_changelevel : | @SolidClass base(EnableDisable) = trigger_changelevel : | ||
"An entity that triggers a level change.\n" + | "An entity that triggers a level change.\n" + | ||
"Place an info_landmark in both maps that marks the 'same' location in each map.\n"+ | "Place an info_landmark in both maps that marks the 'same' location in each map.\n"+ | ||
Line 6,064: | Line 6,323: | ||
4: "To Previous Chapter" : 0 | 4: "To Previous Chapter" : 0 | ||
] | ] | ||
// Inputs | // Inputs | ||
input ChangeLevel(void) : "Cause the level change. Use this when triggering the level change with a button, etc." | input ChangeLevel(void) : "Cause the level change. Use this when triggering the level change with a button, etc." | ||
// Outputs | // Outputs | ||
output OnChangeLevel(void) : "Fired when the level changes." | output OnChangeLevel(void) : "Fired when the level changes." | ||
] | ] | ||
@SolidClass base(Trigger) = trigger_gravity : | @SolidClass base(Trigger) = trigger_gravity : | ||
"A trigger volume that changes the gravity on any entity that touches it." | "A trigger volume that changes the gravity on any entity that touches it." | ||
[ | [ | ||
Line 6,078: | Line 6,337: | ||
] | ] | ||
@SolidClass base(Trigger) = trigger_playermovement : | @SolidClass base(Trigger) = trigger_playermovement : | ||
"An entity that can be used to disable player's automatic ducking/unducking when jumping." | "An entity that can be used to disable player's automatic ducking/unducking when jumping." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
// Remove this after maps fixed up: | |||
16: "(OBSOLETE, Uncheck me)" : 0 | 16: "(OBSOLETE, Uncheck me)" : 0 | ||
128: "Disable auto player movement" : 1 | 128: "Disable auto player movement" : 1 | ||
2048: "Auto-duck while in trigger" : 0 | 2048: "Auto-duck while in trigger" : 0 | ||
4096: "Auto-walk while in trigger" : 0 | |||
8192: "Disable jump while in trigger" : 0 | |||
] | ] | ||
] | ] | ||
@SolidClass base(Trigger) = trigger_soundscape : | |||
@SolidClass base(Trigger) = trigger_soundscape : | |||
"Soundscape trigger. " + | "Soundscape trigger. " + | ||
"It is not necessary to create outputs for this trigger. It automatically will trigger the " + | "It is not necessary to create outputs for this trigger. It automatically will trigger the " + | ||
"soundscape referred to by its 'Soundscape' property." | "soundscape referred to by its 'Soundscape' property." | ||
[ | [ | ||
soundscape(target_source) : "Soundscape" | soundscape(target_source) : "Soundscape" : "Name of a env_soundscape_triggerable entity to turn on." | ||
] | ] | ||
Line 6,136: | Line 6,396: | ||
1 : "Doubling w/forgiveness" | 1 : "Doubling w/forgiveness" | ||
] | ] | ||
nodmgforce(choices) : "Zero Damage Force" : 0 : "Should the damaged entity receive no physics force from this trigger." = | nodmgforce(choices) : "Zero Damage Force" : 0 : "Should the damaged entity receive no physics force from this trigger." = | ||
[ | [ | ||
Line 6,142: | Line 6,402: | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
// Inputs | // Inputs | ||
input SetDamage(float) : "Set a new amount of damage for this trigger." | input SetDamage(float) : "Set a new amount of damage for this trigger." | ||
// Outputs | // Outputs | ||
output OnHurt(void) : "Fired whenever this trigger hurts something other than a player." | output OnHurt(void) : "Fired whenever this trigger hurts something other than a player." | ||
Line 6,151: | Line 6,411: | ||
] | ] | ||
@SolidClass base(Trigger, Targetname) = trigger_remove : | @SolidClass base(Trigger, Targetname) = trigger_remove : | ||
"A trigger volume that removes any entities that touch it. Be careful, removing some entities can cause instability. "+ | "A trigger volume that removes any entities that touch it. Be careful, removing some entities can cause instability. "+ | ||
"This is not the same as killing entities. i.e. NPCs removed in this manner will not fire their OnKilled outputs." | "This is not the same as killing entities. i.e. NPCs removed in this manner will not fire their OnKilled outputs." | ||
Line 6,165: | Line 6,425: | ||
// Inputs | // Inputs | ||
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false." | input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false." | ||
// Outputs | // Outputs | ||
output OnTrigger(void) : "Fired whenever the trigger is activated." | output OnTrigger(void) : "Fired whenever the trigger is activated." | ||
Line 6,189: | Line 6,449: | ||
"NOTE: Only designed for single-player game. " | "NOTE: Only designed for single-player game. " | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
128: "Fire Once" : 1 | 128: "Fire Once" : 1 | ||
256: "Use Velocity instead of facing" : 0 | 256: "Use Velocity instead of facing" : 0 | ||
] | ] | ||
target(target_destination) : "Look Target" : : "The name of the entity to be looked at." | target(target_destination) : "Look Target" : : "The name of the entity to be looked at." | ||
LookTime(string) : "LookTime" : "0.5" : "The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold." | LookTime(string) : "LookTime" : "0.5" : "The time, in seconds, that the player must look the target before firing the output. Resets if player leaves trigger, or looks outside the Field of View threshold." | ||
Line 6,205: | Line 6,465: | ||
] | ] | ||
@SolidClass base(Trigger) = trigger_push : | @SolidClass base(Trigger) = trigger_push : | ||
"A trigger volume that pushes entities that touch it." | "A trigger volume that pushes entities that touch it." | ||
[ | [ | ||
pushdir(angle) : "Push Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touched entities." | pushdir(angle) : "Push Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touched entities." | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
128: "Once Only" : 0 | 128: "Once Only" : 0 | ||
256: "Affects Ladders (Half-Life 2)" : 0 | 256: "Affects Ladders (Half-Life 2)" : 0 | ||
4096: "Disallow Bots / Correctly account for object mass (used to assume 100Kg) and multiple component physobjs (car, blob...)" : 1 | |||
] | ] | ||
speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second." | speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second." | ||
alternateticksfix(float) : "Scale force for alternate ticks" : "0" : "If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with sv_alternateticks 1." | alternateticksfix(float) : "Scale force for alternate ticks" : "0" : "If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with sv_alternateticks 1." | ||
OnlyFallingPlayers(boolean) : "Only Falling Players" : 0 : "Only affect players if they are falling (and not pressing jump)" | |||
FallingSpeedThreshold(float) : "Player fall speed" : "-150" : "Player must be falling this fast for push to happen. This is not an absolute value. It only takes into account player's velocity on the Z axis." | |||
// Inputs | |||
input SetPushDirection(vector) : "Sets the angles indicating the direction to push touched entities." | |||
] | ] | ||
@SolidClass base(Trigger, Angles) = trigger_wind : | @SolidClass base(Trigger, Angles) = trigger_wind : | ||
"A trigger volume that pushes physics objects that touch it." | "A trigger volume that pushes physics objects that touch it." | ||
[ | [ | ||
Line 6,233: | Line 6,500: | ||
] | ] | ||
@SolidClass base(Targetname, Origin, Angles) = trigger_impact : | @SolidClass base(Targetname, Origin, Angles) = trigger_impact : | ||
"A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles.\n"+ | "A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles.\n"+ | ||
"Also outputs the force at the time of impact for anyone else that wants to use it." | "Also outputs the force at the time of impact for anyone else that wants to use it." | ||
Line 6,256: | Line 6,523: | ||
measuretarget(target_destination) : "Point to Measure From" : : "The name of a target entity who's origin is the point to measure the player's distance from." | measuretarget(target_destination) : "Point to Measure From" : : "The name of a target entity who's origin is the point to measure the player's distance from." | ||
radius(string) : "Radius to measure within" : 256 : "The radius to which the distance should be mapped. If the player is outside the radius he will be ignored." | radius(string) : "Radius to measure within" : 256 : "The radius to which the distance should be mapped. If the player is outside the radius he will be ignored." | ||
// Outputs | // Outputs | ||
output NearestEntityDistance(integer) : "Fired continuously when entities are touching the trigger volume. The output parameter is the distance from the "+ | output NearestEntityDistance(integer) : "Fired continuously when entities are touching the trigger volume. The output parameter is the distance from the "+ | ||
Line 6,263: | Line 6,530: | ||
] | ] | ||
@SolidClass base(Trigger) = trigger_teleport : | @SolidClass base(Trigger) = trigger_teleport : | ||
"A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination, and have their angles "+ | "A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination, and have their angles "+ | ||
"set to that of the Remote Destination's. If a Local Destination Landmark is specified, teleported entities are offset from the target "+ | "set to that of the Remote Destination's. If a Local Destination Landmark is specified, teleported entities are offset from the target "+ | ||
Line 6,272: | Line 6,539: | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
32: "Preserve angles even when a local landmark is not specified" : 0 | 32: "Preserve angles even when a local landmark is not specified AND only allow clients in vehicles" : 0 | ||
] | ] | ||
] | ] | ||
@SolidClass base(Targetname) = trigger_transition : | @SolidClass base(Trigger) = trigger_teleport_relative : | ||
"A trigger volume that teleports entities that touch it. Entities are teleported by Offset from their current position. Useful to get " + | |||
"objects out of situations where levels or entities suddenly appear interseting with them." | |||
[ | |||
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." | |||
] | |||
@SolidClass base(Targetname) = trigger_transition : | |||
"A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+ | "A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and "+ | ||
"give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+ | "give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map."+ | ||
Line 6,283: | Line 6,557: | ||
] | ] | ||
@SolidClass base(Targetname) = trigger_serverragdoll : | @SolidClass base(Targetname) = trigger_serverragdoll : | ||
"A volume that forces any NPC inside it to create a server side ragdoll instead of a client one." | "A volume that forces any NPC inside it to create a server side ragdoll instead of a client one." | ||
[ | [ | ||
Line 6,298: | Line 6,572: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(Targetname,ResponseContext,EnableDisable) = ai_speechfilter : | @PointClass base(Targetname,ResponseContext,EnableDisable) = ai_speechfilter : | ||
"An entity that can be used to control the idle speech patterns of a set of NPCs." | "An entity that can be used to control the idle speech patterns of a set of NPCs." | ||
[ | [ | ||
subject(target_destination) : "Subject(s)" : "" : "This is the NPC(s) whose speech we're filtering. May be a targetname or a classname." | subject(target_destination) : "Subject(s)" : "" : "This is the NPC(s) whose speech we're filtering. May be a targetname or a classname." | ||
IdleModifier(float) : "Idle modifier." : "1.0" : "Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech." | IdleModifier(float) : "Idle modifier." : "1.0" : "Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech." | ||
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//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(Targetname) iconsprite("editor/waterlodcontrol.vmt") = water_lod_control : | @PointClass base(Targetname) iconsprite("editor/waterlodcontrol.vmt") = water_lod_control : | ||
"An entity used to control the LOD behavior of any water in the map. If your map has water, this entity is required." | "An entity used to control the LOD behavior of any water in the map. If your map has water, this entity is required." | ||
[ | [ | ||
Line 6,342: | Line 6,616: | ||
target(target_destination) : "Entity Whose Material Uses _rt_camera" | target(target_destination) : "Entity Whose Material Uses _rt_camera" | ||
PointCamera(target_destination) : "Camera Name" : : "The name of a point_camera entity in the map that the material should be rendered from." | PointCamera(target_destination) : "Camera Name" : : "The name of a point_camera entity in the map that the material should be rendered from." | ||
// Inputs | // Inputs | ||
input SetCamera(string) : "Set the camera to use. The parameter should be the name of a point_camera entity in the map." | input SetCamera(string) : "Set the camera to use. The parameter should be the name of a point_camera entity in the map." | ||
Line 6,366: | Line 6,640: | ||
1 : "Eye position" | 1 : "Eye position" | ||
] | ] | ||
// Inputs | // Inputs | ||
input SetMeasureTarget(string) : "Set the Entity to Measure, whose movement should be measured." | input SetMeasureTarget(string) : "Set the Entity to Measure, whose movement should be measured." | ||
Line 6,382: | Line 6,656: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(BaseNPC, Parentname) studio() = npc_furniture : | @PointClass base(BaseNPC, Parentname) studio() = npc_furniture : | ||
"An entity used for non-NPCs that need to synchronise their animation with an NPC in a scripted_sequence. Usually a piece"+ | "An entity used for non-NPCs that need to synchronise their animation with an NPC in a scripted_sequence. Usually a piece"+ | ||
"of furniture or door that an NPC needs to manipulate within a scripted_sequence." | "of furniture or door that an NPC needs to manipulate within a scripted_sequence." | ||
Line 6,391: | Line 6,665: | ||
] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_credits : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_credits : | ||
"An entity to control the rolling credits." | "An entity to control the rolling credits." | ||
[ | [ | ||
Line 6,398: | Line 6,672: | ||
input RollOutroCredits(void) : "Start the outro credits rolling." | input RollOutroCredits(void) : "Start the outro credits rolling." | ||
input ShowLogo(void) : "Show the HL2 logo." | input ShowLogo(void) : "Show the HL2 logo." | ||
// Outputs | // Outputs | ||
output OnCreditsDone(void) : "Fired when the credits having finished rolling." | output OnCreditsDone(void) : "Fired when the credits having finished rolling." | ||
] | ] | ||
@PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = material_modify_control : | @PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = material_modify_control : | ||
"An entity that can be used to directly control material vars. To use it, you need to read the .vmt of the material you "+ | "An entity that can be used to directly control material vars. To use it, you need to read the .vmt of the material you "+ | ||
"intend to change. Parent this entity to a brush model entity who's material you want to control." | "intend to change. Parent this entity to a brush model entity who's material you want to control." | ||
Line 6,415: | Line 6,689: | ||
input StartAnimSequence(string) : "Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames. Format is: <Frame Start> <Frame End> <Frame Rate> <Loop>\nSetting <Frame End> to -1 uses the last frame of the texture. <Loop> should be 1 or 0." | input StartAnimSequence(string) : "Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames. Format is: <Frame Start> <Frame End> <Frame Rate> <Loop>\nSetting <Frame End> to -1 uses the last frame of the texture. <Loop> should be 1 or 0." | ||
input StartFloatLerp(string) : "Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values. Format is: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0." | input StartFloatLerp(string) : "Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values. Format is: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 6,423: | Line 6,697: | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@PointClass base(Angles) studioprop("models/editor/camera.mdl") = point_devshot_camera : | @PointClass base(Angles) studioprop("models/editor/camera.mdl") = point_devshot_camera : | ||
"An entity used by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level." | "An entity used by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level." | ||
[ | [ | ||
Line 6,445: | Line 6,719: | ||
input SetPlayerHealth(integer) : "Sets the player's health to this value." | input SetPlayerHealth(integer) : "Sets the player's health to this value." | ||
input RequestAmmoState(void) : "Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs." | input RequestAmmoState(void) : "Request the ammo state of the player. It will fire PlayerHasAmmo or PlayerHasNoAmmo outputs." | ||
output PlayerHasAmmo(void) : "Fired by request if the player has any ammo." | output PlayerHasAmmo(void) : "Fired by request if the player has any ammo." | ||
output PlayerHasNoAmmo(void) : "Fired by request if the player doesn't have any ammo." | output PlayerHasNoAmmo(void) : "Fired by request if the player doesn't have any ammo." | ||
output PlayerDied(void) : "Fires when the player dies." | output PlayerDied(void) : "Fires when the player dies." | ||
input LowerWeapon(void) : "Lowers the players weapon." | input LowerWeapon(void) : "Lowers the players weapon." | ||
input EnableCappedPhysicsDamage(void) : "Cause player to take less damage from physics objects, and never more than 30 points from any individual strike." | input EnableCappedPhysicsDamage(void) : "Cause player to take less damage from physics objects, and never more than 30 points from any individual strike." | ||
input DisableCappedPhysicsDamage(void) : "Undo effects of EnableCappedPhysicsDamage" | input DisableCappedPhysicsDamage(void) : "Undo effects of EnableCappedPhysicsDamage" | ||
input SetLocatorTargetEntity(string) : "Set the entity that the HUD locator should track. (Usually a vehicle)" | input SetLocatorTargetEntity(string) : "Set the entity that the HUD locator should track. (Usually a vehicle)" | ||
] | ] | ||
@PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = env_spritetrail : | @PointClass base(Parentname, Targetname) size(-8 -8 -8, 8 8 8 ) = env_spritetrail : | ||
"A magical trail you can parent to anything you heart desires." | "A magical trail you can parent to anything you heart desires." | ||
[ | [ | ||
lifetime(float) : "Lifetime" : "0.5" | lifetime(float) : "Lifetime" : "0.5" : "How long it will take, in seconds, for the trail's width to reach from Start Width to End Width. Also defines trail length." | ||
startwidth(float) : "Start Width" : "8.0" | startwidth(float) : "Start Width" : "8.0" | ||
endwidth(float) : "End Width" : "1.0" | endwidth(float) : "End Width" : "1.0" | ||
spritename( | spritename(*sprite) : "Sprite Name" : "sprites/bluelaser1.vmt" : "Material of the sprite trail to be used." | ||
renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode." | renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode." | ||
Line 6,479: | Line 6,753: | ||
] | ] | ||
@PointClass base(Targetname, Parentname, Angles) studioprop( "models/editor/spot.mdl" ) frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture : | |||
@PointClass base(Targetname, Parentname, Angles) | |||
"Projected texture entity." | "Projected texture entity." | ||
[ | [ | ||
spawnflags(flags) = | spawnflags(flags) = | ||
[ | [ | ||
1 : "Enabled" | 1 : "Start Enabled (Does nothing, ignore)" : 1 | ||
//2 : "Always Update (Does nothing)" : 0 | |||
4 : "Start Disabled" : 0 | |||
] | ] | ||
texturename(material) : "Texture Name" : "effects/flashlight001" : "The name of the texture to project" | |||
lightfov(float) : "FOV" : "90 | textureframe(integer) : "Texture Frame" : 0 : "The frame of the texture, for animated textures" | ||
nearz(float) : "NearZ" : "4 | |||
farz(float) : "FarZ" : "750 | lightcolor(color255) : "Light Color" : "255 255 255" : "Light Color RGB-Intensity" | ||
lightstrength(float) : "Light Strength" : "1" : "How bright the light appears" | |||
lightfov(float) : "FOV" : "90" : "Field of view of the projected texture. Larger numbers will make the texture larger at closer distances, but will also negatively impact shadow quality. Should be below 179." | |||
nearz(float) : "NearZ" : "4" : "Near Z for projected texture. This only affects shadows" | |||
farz(float) : "FarZ" : "750" : "Far Z for projected texture. This affects shadows AND the light's range" | |||
style(Choices) : "Appearance" : 0 = | |||
[ | [ | ||
0 : "No" | 0 : "Normal" | ||
10: "Fluorescent flicker" | |||
2 : "Slow, strong pulse" | |||
11: "Slow pulse, noblack" | |||
5 : "Gentle pulse" | |||
1 : "Flicker A" | |||
6 : "Flicker B" | |||
3 : "Candle A" | |||
7 : "Candle B" | |||
8 : "Candle C" | |||
4 : "Fast strobe" | |||
9 : "Slow strobe" | |||
] | |||
pattern(string) : "Custom Appearance" : "" : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." | |||
target(target_destination) : "Aim Target" : : "If set, the projected texture will automatically aim at the given entity" | |||
enableshadows(Choices) : "Enable Shadows" : 1 : "Enables/disables shadows from this projected texture." = | |||
[ | |||
0 : "No" | |||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
Line 6,513: | Line 6,812: | ||
1 : "Yes" | 1 : "Yes" | ||
] | ] | ||
cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera." | cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera." | ||
Line 6,519: | Line 6,818: | ||
input TurnOn(void) : "Turn on the texture" | input TurnOn(void) : "Turn on the texture" | ||
input TurnOff(void) : "Turn off the texture" | input TurnOff(void) : "Turn off the texture" | ||
input Toggle(void) : "Toggle the texture between being off and on" | |||
input SetFOV(float) : "Set FOV" | input SetFOV(float) : "Set FOV" | ||
//input Ambient(float) : "Set Spotlight ambient (does nothing)" | |||
input SpotlightTexture(string) : "Set the spotlight texture" | |||
input EnableShadows(bool) : "Set the if shadows are enabled" | |||
input SetLightStyle(integer) : "Change the lightstyle (see Appearance field for possible values)." | |||
input SetPattern(string) : "Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light." | |||
input SetNearZ(integer) : "Set the near Z plane for this projected texture" | |||
input SetFarZ(integer) : "Set the far Z plane for this projected texture" | |||
input LightWorld(bool) : "Sets whether the projectedtexture should light the world or not" | |||
input Target(target_destination): "Sets the target entity for this projected texture to follow" | |||
input LightOnlyTarget(bool) : "Sets whether this projected texture should only apply light to the target entity. This will still light the world" | |||
input LightColor(string) : "Sets the color of the projected texture" | |||
] | ] | ||
@SolidClass base(func_brush) = func_reflective_glass : | @SolidClass base(func_brush) = func_reflective_glass : | ||
Line 6,533: | Line 6,843: | ||
] | ] | ||
@PointClass base(Targetname) = env_particle_performance_monitor : | @PointClass base(Targetname) = env_particle_performance_monitor : | ||
"An entity for turning on and off measuring and display of particle throughput." | "An entity for turning on and off measuring and display of particle throughput." | ||
[ | [ | ||
Line 6,559: | Line 6,869: | ||
] | ] | ||
@PointClass base(Angles) size( -8 -8 -8, 8 8 8 ) instance() = func_instance : | @PointClass base(Angles) size( -8 -8 -8, 8 8 8 ) instance() = func_instance : | ||
"An entity for placing an instance of a map file. You may translate and rotate this entity. " + | "An entity for placing an instance of a map file. You may translate and rotate this entity. " + | ||
"You can use the replace keys to do parameter changes on the instance contents. In a $ at the " + | "You can use the replace keys to do parameter changes on the instance contents. In a $ at the " + | ||
Line 6,586: | Line 6,896: | ||
] | ] | ||
@PointClass | @PointClass iconsprite("editor/func_instance_parms.vmt") = func_instance_parms : | ||
"Place one copy of this entity inside of an instance. Whenever you add a $parameter for the instance, get the properties " + | "Place one copy of this entity inside of an instance. Whenever you add a $parameter for the instance, get the properties " + | ||
"of this entity. It will auto-populate it with the variables and allow you to indicate the variable type." | "of this entity. It will auto-populate it with the variables and allow you to indicate the variable type." | ||
Line 6,601: | Line 6,911: | ||
parm10(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type." | parm10(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type." | ||
] | ] | ||
[[ | @PointClass iconsprite("editor/func_instance_parms.vmt") = func_instance_io_proxy : | ||
[[ | "Place one copy of this entity inside of an instance. Sending messages to entities inside the instance from the Proxy's OnProxyRelay output " + | ||
"will allow you to trigger these entities from outside the instance by sending messages to the func_instance. " + | |||
"Send the ProxyRelay message from entities inside the instance to the proxy and you will be able to use these events to send messages to other entities " + | |||
"outside the instance from the func_instance. NOTE: The instance, the proxy, and all entities involved should be named descriptively." | |||
[ | |||
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." | |||
input ProxyRelay(string) : "This message will get relayed and will be available from the instance." | |||
output OnProxyRelay(void) : "A message from outside can trigger this to cause something to happen in the instance." | |||
] | |||
@PointClass base(env_sprite, Angles) size(-2 -2 -2, 2 2 2) sprite() color(20 140 20) = env_sprite_clientside : | |||
"A env_sprite thats only clientside." | |||
[ | |||
] | |||
// GMOD: From Half-Life: Source | |||
@SolidClass = func_friction : "Surface with a change in friction. Does not apply to players." | |||
[ | |||
modifier(integer) : "Percentage of standard (0 - 100)" : 15 | |||
] | |||
// GMOD: From CS:GO | |||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = skybox_swapper : | |||
"An entity that precaches skybox materials and swaps them on trigger." | |||
[ | |||
SkyboxName(string) : "Skybox Material Name" : "sky_dust" | |||
input Trigger(void) : "Swap to this skybox." | |||
] | |||
//------------------------------------------------------------------------- | |||
// Used to listen to events called from code | |||
//------------------------------------------------------------------------- | |||
// GMOD: From TF2/Portal 2 | |||
@PointClass base(Targetname) = logic_eventlistener : | |||
"An entity that can listen to events fired from code and fire " + | |||
"and output when it happens." | |||
[ | |||
EventName(string) : "Event Name" : "" : "The name of the event that you want to listen for." | |||
IsEnabled(boolean) : "Start Enabled" : 1 | |||
TeamNum(choices) : "Team Number" : -1 : "If set, will only fire its output if the event is generated from someone of the specified team." = | |||
[ | |||
-1 : "Don't care" | |||
1 : "Team 1" | |||
2 : "Team 2 (ORANGE)" | |||
3 : "Team 3 (BLUE)" | |||
] | |||
// Inputs | |||
input Enable(void) : "Enable the logic_eventlistener." | |||
input Disable(void) : "Disable the logic_eventlistener." | |||
// Outputs | |||
output OnEventFired(void) : "Fired when the event has been detected." | |||
] | |||
// GMOD: From TF2/Portal 2 | |||
@PointClass base(Targetname) = logic_eventlistener_itemequip : | |||
"An entity that can listen to events fired from code and fire " + | |||
"and output when it happens." | |||
[ | |||
WeaponClassname(string) : "Weapon Classname" : "" : "The class name of the weapon that you want to listen for. For example weapon_crowbar." | |||
//WeaponType(integer) : "Weapon Type" : "-1" : "The weapon type to target" // Would this do anything in GMod? | |||
IsEnabled(boolean) : "Start Enabled" : 1 | |||
TeamNum(choices) : "Team Number" : -1 : "If set, will only fire its output if the event is generated from someone of the specified team." = | |||
[ | |||
-1 : "Don't care" | |||
1 : "Team 1" | |||
2 : "Team 2 (ORANGE)" | |||
3 : "Team 3 (BLUE)" | |||
] | |||
// Inputs | |||
input Enable(void) : "Enable this entity." | |||
input Disable(void) : "Disable this entity." | |||
// Outputs | |||
output OnEventFired(void) : "Fired when the event has been detected." | |||
] | |||
// GMOD: From CS:GO | |||
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/axis_helper_thick.mdl") worldtext() = point_worldtext : | |||
"An entity that displays a text message oriented in the world, at its origin." | |||
[ | |||
message(string) : "Entity Message" : "" : "Text Message. English characters and numbers only! Newline characters are accepted." | |||
textsize(float) : "Text Size" : 10 : "Text Size." | |||
textspacingX(float) : "Text Spacing X" : 0 : "Spacing between each letter along X axis" | |||
textspacingY(float) : "Text Spacing Y" : 0 : "Spacing between each letter along Y axis" | |||
color(color255) : "Color" : "255 255 255 255" | |||
orientation(choices) : "Orientation" : "0" = | |||
[ | |||
0: "Stationary" | |||
1: "Face player" | |||
2: "Face player but ignore pitch" | |||
] | |||
spawnflags(flags) = | |||
[ | |||
1 : "Start hidden" : 0 | |||
] | |||
rainbow(boolean) : "Rainbow" : 0 : "Override the color to rainbow hues." | |||
// Inputs | |||
input SetEnabled(bool) : "Sets the visibility based on in the input parameter" | |||
input Enable(void) : "Show the text if it was hidden." | |||
input Disable(void) : "Hide the text." | |||
input Toggle(void) : "Toggle visility of the text." | |||
input SetText(string) : "Set the message text." | |||
input SetTextSize(float) : "Set the message text size." | |||
input SetTextSpacingX(float) : "Set the spacing between letters along the X axis." | |||
input SetTextSpacingY(float) : "Set the spacing between letters along the Y axis." | |||
input SetColor(string) : "Set the message color." | |||
input SetOrientation(integer) : "Set the orientation." | |||
input SetRainbow(integer) : "Enable rainbow text." | |||
] | |||
// GMOD: From CS:GO | |||
@SolidClass base(Trigger) = trigger_tonemap : "Controls tonemapping settings for the player within its volume. Typically you'd want to have a env_tonemap_controller with a Master spawnflag which would be used for fallback when the player is not in any volume." | |||
[ | |||
TonemapName(target_destination) : "Tonemap Name" : "" : "Name of a env_tonemap_controller entity to use for players within this volume." | |||
] | |||
// GMOD: From CS:GO | |||
@SolidClass base(Trigger, EnableDisable) = fog_volume : "Controls fog and other visual effects when a player's view is within its volume. The entity uses its Axis-Alinged bounding box to detect player's camera position, meaning the trigger will always be in a cuboid shape regardless of how the brush(es) look." | |||
[ | |||
FogName(target_destination) : "Fog Name" : : "Name of a env_fog_controller entity to activate for players within this volume." | |||
//PostProcessName(target_destination) : "Post-Process Name" : : "Name of a postprocess_controller entity to activate for players within this volume." | |||
ColorCorrectionName(target_destination) : "Color Correction Name" : : "Name of a color_correction entity to activate for players within this volume." | |||
] | |||
// GMOD: From CS:GO | |||
@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_random_outputs.vmt") = logic_random_outputs : | |||
"A message forwarder. Fires up to eight separate outputs, each with a different chance of firing." | |||
[ | |||
spawnflags(flags) = | |||
[ | |||
1: "Only trigger once" : 0 | |||
2: "Allow fast retrigger" : 0 | |||
] | |||
OnTriggerChance1(float) : "OnTrigger1 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger1 output firing when this entity is triggered." | |||
OnTriggerChance2(float) : "OnTrigger2 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger2 output firing when this entity is triggered." | |||
OnTriggerChance3(float) : "OnTrigger3 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger3 output firing when this entity is triggered." | |||
OnTriggerChance4(float) : "OnTrigger4 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger4 output firing when this entity is triggered." | |||
OnTriggerChance5(float) : "OnTrigger5 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger5 output firing when this entity is triggered." | |||
OnTriggerChance6(float) : "OnTrigger6 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger6 output firing when this entity is triggered." | |||
OnTriggerChance7(float) : "OnTrigger7 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger7 output firing when this entity is triggered." | |||
OnTriggerChance8(float) : "OnTrigger8 Chance" : "1.0" : "Chance (from 0 to 1) of the OnTrigger8 output firing when this entity is triggered." | |||
// Inputs | |||
input Trigger(void) : "Trigger this entity, causing its OnTrigger outputs to fire if it is enabled." | |||
input Toggle(void) : "Toggle this entity between enabled and disabled." | |||
input CancelPending(void) : "Cancel any events fired by this entity that are currently pending in the I/O event queue." | |||
// Outputs | |||
output OnSpawn(void) : "Fired when this entity is spawned. If this entity is set to only trigger once, it will "+ | |||
"delete itself after firing this output." | |||
output OnTrigger1(void) : "This output has a chance to fire when the entity is triggered." | |||
output OnTrigger2(void) : "This output has a chance to fire when the entity is triggered." | |||
output OnTrigger3(void) : "This output has a chance to fire when the entity is triggered." | |||
output OnTrigger4(void) : "This output has a chance to fire when the entity is triggered." | |||
output OnTrigger5(void) : "This output has a chance to fire when the entity is triggered." | |||
output OnTrigger6(void) : "This output has a chance to fire when the entity is triggered." | |||
output OnTrigger7(void) : "This output has a chance to fire when the entity is triggered." | |||
output OnTrigger8(void) : "This output has a chance to fire when the entity is triggered." | |||
] | |||
// GMOD: From CS:GO | |||
@PointClass base(Targetname) = point_entity_finder : | |||
"An entity that will find an entity and pass it along as the !caller with the OutEntity output. Requires using !caller as the parameter on the input." | |||
[ | |||
filtername(filterclass) : "Filter Name" : : "Filter to use to narrow set of findable entities. See filter_activator_name for more explanation." | |||
referencename(target_destination) : "Reference Entity" : "" : "Name of the entity to use when evaluating criteria. For example, when using 'Nearest', this is the entity that distance will be measured from. If left blank will use the point_entity_finder." | |||
Method(choices) : "Search Method" : "0" = | |||
[ | |||
0 : "Nearest" | |||
1 : "Farthest" | |||
2 : "Random" | |||
] | |||
// Inputs | |||
input FindEntity(void) : "Find an entity that meets the specified criteria. Will fire OutEntity if found and pass the entity as !caller." | |||
// Outputs | |||
output OnFoundEntity(void) : "Fired when FindEntity is input and an entity was found. Passes the found entity as !caller." | |||
] | |||
// GMOD: From Portal 2 | |||
@PointClass base(Targetname, EnableDisable) size(-8 -8 -8, 8 8 8) = logic_register_activator : | |||
"Stores an entity and sends messages with it as the activator\n" + | |||
"Useful for keeping track of entities with mangled names due " + | |||
"to template spawners and instances." | |||
[ | |||
// Inputs | |||
input Toggle(void) : "Toggle between enabled and disabled." | |||
input FireRegisteredAsActivator1(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity." | |||
input FireRegisteredAsActivator2(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity." | |||
input FireRegisteredAsActivator3(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity." | |||
input FireRegisteredAsActivator4(void) : "Start a message from this entity using the matching OnRegisteredActivating - but the activator is the registered entity." | |||
input RegisterEntity(string) : "Stores an entity to later be used as an activator." | |||
// Outputs | |||
output OnRegisteredActivate1(void) : "Fired to send a message using the registered as the activator." | |||
output OnRegisteredActivate2(void) : "Fired to send a message using the registered as the activator." | |||
output OnRegisteredActivate3(void) : "Fired to send a message using the registered as the activator." | |||
output OnRegisteredActivate4(void) : "Fired to send a message using the registered as the activator." | |||
] | |||
// GMOD: From Portal 2 | |||
@PointClass base(Targetname) = logic_coop_manager : | |||
"Manages two sets of values and can fire outputs based on the state of those values. " + | |||
"Useful in coop where you can have players independently setting states on buttons, switches, etc." | |||
[ | |||
// keys | |||
DefaultPlayerStateA(choices) : "Default State A" : 0 : | |||
"The default state of A" = | |||
[ | |||
0 : "FALSE" | |||
1 : "TRUE" | |||
] | |||
DefaultPlayerStateB(choices) : "Default State B" : 0 : | |||
"The default state of B" = | |||
[ | |||
0 : "FALSE" | |||
1 : "TRUE" | |||
] | |||
// Inputs | |||
input SetStateATrue(void) : "Set State A to TRUE" | |||
input SetStateAFalse(void) : "Set State A to FALSE" | |||
input ToggleStateA(void) : "Toggle State A" | |||
input SetStateBTrue(void) : "Set State B to TRUE" | |||
input SetStateBFalse(void) : "Set State B to FALSE" | |||
input ToggleStateB(void) : "Toggle State B" | |||
// Outputs | |||
output OnChangeToAllTrue(void) : "Fires when ALL of the values change to TRUE for the first time" | |||
output OnChangeToAnyTrue(void) : "Fires when ANY of the values change to tTRUE for the first time" | |||
output OnChangeToAllFalse(void) : "Fires when ALL of the values change to FALSE for the first time" | |||
output OnChangeToAnyFalse(void) : "Fires when ANY of the values change to FALSE for the first time" | |||
] | |||
// GMOD: From Portal 2 | |||
@PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol_multiplayer : | |||
"A camera entity that controls all players' views. While it's active, the players will see out of the camera." | |||
[ | |||
fov(float) : "Field of view" : "90" : "Player FOV" | |||
fov_rate(float) : "Seconds to reach FOV target" : "1.0" : "Amount of time it should take to reach the specified FOV" | |||
target_entity(target_destination): "Target Entity" : "" : "Entity to move to. (End of move will match origin and angles)." | |||
interp_time(float) : "Seconds to reach target entity" : "1.0" : "Amount of time it should take to reach the target entity's origin and angles." | |||
target_team(choices) : "Target Team" : -1 : "Which team (or all) to allow to touch this trigger." = | |||
[ | |||
-1 : "All Teams" | |||
0 : "0 (Spectators)" | |||
1 : "1" | |||
2 : "2 (Portal2 Orange)" | |||
3 : "3 (Portal2 Blue)" | |||
] | |||
spawnflags(flags) = | |||
[ | |||
1: "Disable when move finished" : 1 | |||
2: "Set FOV" : 0 | |||
] | |||
// Inputs | |||
input Enable(void) : "Enable the point_viewcontrol_multiplayer, and start controlling the players' view." | |||
input Disable(void) : "Disable the point_viewcontrol_multiplayer, and stop controlling the players' view." | |||
input StartMovement(void) : "Start the movement to the target entity." | |||
] | |||
// GMOD: From Portal 2 | |||
@PointClass base(Targetname,Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewproxy : | |||
"A camera entity that moves the player's view. Use this if you want the player to retain control of where the player looks but want to base the position to be based on the proxy." | |||
[ | |||
spawnflags(flags) = | |||
[ | |||
4: "Freeze Player" : 0 | |||
32:"Make Player non-solid" : 0 | |||
] | |||
offsettype(choices) : "Offset type " : 0 : "How the player's view moves to the view of the camera." = | |||
[ | |||
0: "Snap to camera" | |||
1: "Ease to camera" | |||
2: "Keep offset" | |||
] | |||
proxy(target_destination) : "Proxy Entity" : : "Name of the entity that the camera uses to translate the view." | |||
proxyattachment(target_destination) : "Attachment Point" : : "Use this attachment on the proxy's parent for position and orientation." | |||
tiltfraction(float) : "Tilt Fraction" : "0.5" : "How much the angle of the proxy affects the angle of the view. 0.0 will keep the players view angles unmodified. 1.0 will add in the whole tilt from the proxy." | |||
usefakeacceleration(boolean) : "Use Fake Acceleration" : 0 : "If the player maintains an offset from the proxy apply fake acceleration on the player based on the movement of the proxy." | |||
skewaccelerationforward(boolean) : "Skew Acceleration Forward" : 1 : "If this is set fake acceleration will be more noticeable in the direction of the proxy." | |||
accelerationscalar(float) : "Acceleration Scalar" : "1.0" : "Multiply the fake acceleration by this ammount." | |||
easeanglestocamera(boolean) : "Ease Angles To Camera" : 0 : "Move the player's angles to the camera - this will stop them from looking around." | |||
// Inputs | |||
input Enable(void) : "Enable the view proxy, and start modifying the player's view." | |||
input Disable(void) : "Disable the view proxy, and start modifying the player's view." | |||
input TeleportPlayerToProxy(void) : "Move the player to the view proxy." | |||
] | |||
</nowiki>}} | |||
{{gmod topicon}} | |||
[[Category:Source 1 FGDs]] |
Latest revision as of 22:39, 10 August 2025


This is the base.fgd file from Garry's Mod.
The file can be located here:
...\common\GarrysMod\bin\base.fgd
FGDs
- This is a FGD (Forge Game Data) file used to define all of the entities of a game for a map editor (such as Hammer).
To add a FGD file to the map editor, copy the following text into a text editor such as Windows Notepad,Notepad++ or
Visual Studio Code, and save it with "save as type" being "all files" and .fgd appended to the file name. Then open your map editor and add the FGD to your game configuration (Example for HL:S).
