Counter-Strike: Global Offensive.fgd: Difference between revisions
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Note:Last modified March 16, 2021.
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= | This is the {{hammer|1}} [[FGD]] from {{csgo|4}}. The FGD file can be located here: {{path|...\common\Counter-Strike Global Offensive\bin\csgo|fgd|icon=file}} | ||
{{note|Last modified March 16, 2021.}} | |||
{{codeblock|src=csgo.fgd|lang=fgd|<nowiki>//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= | |||
// | // | ||
// Purpose: Counter-Strike: Source game definition file (.fgd) | // Purpose: Counter-Strike: Source game definition file (.fgd) | ||
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//============================================================================= | //============================================================================= | ||
@include "base.fgd" | @include "</nowiki>[[Base.fgd/Counter-Strike:_Global_Offensive|base.fgd]]<nowiki>" | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
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// | // | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
@BaseClass = Target | @BaseClass = Target | ||
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is_agressive(boolean) : "Is agressive?" : 0 : "Is the bot agreesive for his difficulty level?" | is_agressive(boolean) : "Is agressive?" : 0 : "Is the bot agreesive for his difficulty level?" | ||
hide_radius(float) : "Hide Radius": 1000 : "Range around the spawn spot the bot will try to hide. Set to 0 to hold position and never try to hide." | hide_radius(float) : "Hide Radius": 1000 : "Range around the spawn spot the bot will try to hide. Set to 0 to hold position and never try to hide." | ||
behavior_tree_file(string) : "Behavior Tree File" : "" : "The behavior tree file to use for this bot ( empty = classic AI )." | |||
] | ] | ||
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output OnBombDefuseAborted(void): "Fired when a player starts defusing and then stops" | output OnBombDefuseAborted(void): "Fired when a player starts defusing and then stops" | ||
] | ] | ||
@PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : "Generic Actor NPC" | @PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = generic_actor : "Generic Actor NPC" | ||
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output On51Speakers(void) : "Fired if player is using 5.1 speakers." | output On51Speakers(void) : "Fired if player is using 5.1 speakers." | ||
] | ] | ||
@BaseClass base(Targetname, Angles) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = Territory | @BaseClass base(Targetname, Angles) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = Territory | ||
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@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_hospital : "Hospital Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_hospital : "Hospital Territory Control Point" | ||
[ | [ | ||
] | ] | ||
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_terrorist : "Terrorists' Base Territory Point (Non-Capturable)" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_terrorist : "Terrorists' Base Territory Point (Non-Capturable)" | ||
[ | [ | ||
] | ] | ||
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_counterterrorist : "Counter-Terrorists' Base Territory Point (Non-Capturable)" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_counterterrorist : "Counter-Terrorists' Base Territory Point (Non-Capturable)" | ||
[ | [ | ||
] | ] | ||
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@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_barracks : "Barracks Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_barracks : "Barracks Territory Control Point" | ||
[ | [ | ||
] | ] | ||
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@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_bank : "Bank Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_bank : "Bank Territory Control Point" | ||
[ | [ | ||
] | ] | ||
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@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_encryption : "Encryption Center Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_encryption : "Encryption Center Territory Control Point" | ||
[ | [ | ||
] | ] | ||
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@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_surveillance : "Surveillance Center Territory Control Point" | @PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_surveillance : "Surveillance Center Territory Control Point" | ||
[ | [ | ||
] | ] | ||
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input Unlock(void) : "Re-allow the player to enter or exit the vehicle." | input Unlock(void) : "Re-allow the player to enter or exit the vehicle." | ||
] | ] | ||
@BaseClass base(BaseVehicle) = BaseDriveableVehicle | @BaseClass base(BaseVehicle) = BaseDriveableVehicle | ||
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] | ] | ||
] | ] | ||
@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable : | @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable : | ||
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] | ] | ||
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_survival_logic : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_survival_logic : | ||
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input SetPushDirection(vector) : "Sets the angles indicating the direction to slow player velocity." | input SetPushDirection(vector) : "Sets the angles indicating the direction to slow player velocity." | ||
] | ] | ||
@SolidClass base(Targetname, Origin) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB." | @SolidClass base(Targetname, Origin) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB." | ||
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] | ] | ||
@BaseClass base(Targetname) = point_dz_itemspawn : | |||
"Survival item spawn point.\n" | |||
[ | |||
] | |||
@PointClass base( | @PointClass base(Angles, point_dz_itemspawn) studio("models/props_survival/cases/case_heavy_weapon.mdl") = point_dz_weaponspawn : | ||
"Survival weapon spawn point.\n" | "Survival weapon spawn point.\n" | ||
[ | [ | ||
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] | ] | ||
@PointClass base( | @BaseClass base(Targetname) = point_dz_itemspawn_group : | ||
"Survival item spawn grouping.\n" | |||
[ | |||
radius(integer) : "Radius" : 512 | |||
] | |||
@PointClass base(point_dz_itemspawn_group) sphere() = point_dz_weaponspawn_group : | |||
"Survival weapon spawn grouping.\n" | "Survival weapon spawn grouping.\n" | ||
[ | [ | ||
] | ] | ||
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] | ] | ||
@PointClass base(Targetname, Parentname) = game_dz_coop_manager : | |||
"Manager for DZ coop missions." | |||
[ | |||
configFile(string) : "Config File" : "" : "Path to the KV3 configuration file." | |||
input OnHostageFirstPickedUp(void) : "OnHostageFirstPickedUp" | |||
input OnHostageRescued(void) : "OnHostageRescued" | |||
] | |||
@PointClass base(Targetname, Parentname) studio("models/props_survival/crates/crate_ammobox.mdl") = prop_ammo_box_generic : | @PointClass base(Targetname, Parentname) studio("models/props_survival/crates/crate_ammobox.mdl") = prop_ammo_box_generic : | ||
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14 : "Picking up Bump Mine" | 14 : "Picking up Bump Mine" | ||
15 : "Picking up Item" | 15 : "Picking up Item" | ||
16 : "Placing Item" | |||
] | ] | ||
longuseduration(float) : "Use Duration (float)" : 0 : "How long the player must use this item until pickup, must be positive" | longuseduration(float) : "Use Duration (float)" : 0 : "How long the player must use this item until pickup, must be positive" | ||
soundstartuse(string) : "Sound name" : "" : "Name of sound script empty to play when use begins, e.g. Player.PickupWeapon" | soundstartuse(string) : "Sound name" : "" : "Name of sound script empty to play when use begins, e.g. Player.PickupWeapon" | ||
// Outputs | // Outputs | ||
output OnUseCompleted(void) : "Fired when a player finishes the long use." | output OnUseCompleted(void) : "Fired when a player finishes the long use." | ||
] | ] | ||
</ | |||
[[Category: | @PointClass base(Weapon) studio("models/weapons/w_smg_mp5sd.mdl") = weapon_mp5sd : "MP5-SD" | ||
[ | |||
] | |||
@PointClass base(Targetname, Parentname, Global, Angles, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) studio("models/chicken/chicken.mdl") = chicken : | |||
"Chicken AI entity." | |||
[ | |||
Health(integer) : "Health" : 1 : "Set higher with damage to hurt to make chicken invincible." | |||
minhealthdmg(integer) : "Damage to hurt" : 1 : "Set higher with health to make chicken invincible." | |||
glowdist(integer) : "Glow Distance" : 1024 | |||
glowenabled(boolean) : "Glow by default?" : 0 | |||
glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)." | |||
glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." = | |||
[ | |||
0 : "Default (through walls)" | |||
1 : "Shimmer (doesn't glow through walls)" | |||
2 : "Outline (doesn't glow through walls)" | |||
3 : "Outline Pulse (doesn't glow through walls)" | |||
] | |||
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |||
SetBodyGroup(choices) : "Chicken model": 0 : "Holiday submodels of chicken" = | |||
[ | |||
0 : "Default" | |||
1 : "Party Hat" | |||
2 : "Ghost" | |||
3 : "Sweater" | |||
4 : "Bunny ears" | |||
5 : "Pumpkin head" | |||
] | |||
input SetGlowEnabled(void) : "Starts the glow." | |||
input SetGlowDisabled(void) : "Stops the glow." | |||
input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>" | |||
input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)." | |||
input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)." | |||
input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)." | |||
output OnHealthChanged(void) : "Fires output when health changes." | |||
] | |||
@PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera" | |||
[ | |||
spawnflags(Flags) = | |||
[ | |||
1 : "Start Off" : 0 | |||
] | |||
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." | |||
FOV(float) : "FOV" : 90 : "Field of view in degrees" | |||
UseScreenAspectRatio(choices) : "Screen Aspect Ratio" : 0 = | |||
[ | |||
0 : "No" | |||
1 : "Yes" | |||
] | |||
fogEnable(choices) : "Fog Enable" : 0 = | |||
[ | |||
0 : "No" | |||
1 : "Yes" | |||
] | |||
fogColor(color255) : "Fog Color" : "0 0 0" | |||
fogStart(float) : "Fog Start" : 2048 : "The near fog plane." | |||
fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane." | |||
fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog." | |||
// Inputs | |||
input ChangeFOV(string) : "Changes camera's FOV over time" | |||
input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off." | |||
input SetOn(void) : "Turn the camera on." | |||
input SetOff(void) : "Turn the camera off." | |||
] | |||
@SolidClass base(func_brush) = func_monitor : | |||
"A monitor that renders the view from a given point_camera entity." | |||
[ | |||
target(target_destination) : "Camera name" | |||
// Inputs | |||
input Toggle(void) : "Toggle - If on, turn off, if off, turn on." | |||
input Enable(void) : "Enable." | |||
input Disable(void) : "Disable." | |||
input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map." | |||
] | |||
@PointClass base(Angles) = mapvetopick_controller : | |||
"Map veto controller." | |||
[ | |||
// Outputs | |||
output OnMapVetoed(string) : "Triggered when a map is vetoed (multiple times at once)" | |||
output OnMapPicked(string) : "Triggered when a map is picked to be played (usually one)" | |||
output OnSidesPicked(integer) : "Triggered when sides are decided (0 = stay, 1 = switch)" | |||
output OnNewPhaseStarted(integer) : "Triggered when new veto pick phase starts ( n = phase )" | |||
output OnLevelTransition(integer) : "Triggered when level transition begins ( n = phase )" | |||
] | |||
</nowiki>}} | |||
[[Category:Valve FGDs]] | |||
[[Category:Source 1 FGDs]] | |||
[[Category:Counter-Strike: Global Offensive]] | [[Category:Counter-Strike: Global Offensive]] |
Latest revision as of 18:39, 20 March 2025


This is the Hammer FGD from Counter-Strike: Global Offensive. The FGD file can be located here:
...\common\Counter-Strike Global Offensive\bin\csgo.fgd
