Base.fgd/Garry's Mod: Difference between revisions
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{{ | {{Subpage|[[Base.fgd]]}} | ||
{{LanguageBar|title={{mono|base.fgd}} (Garry's Mod)}} | |||
This is the [[base.fgd]] file from {{gmod|4}}. | |||
The file can be located here: | |||
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= | {{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) | ||
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@mapsize(-16384, 16384) | @mapsize(-16384, 16384) | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
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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." | |||
] | ] | ||
Line 39: | Line 65: | ||
] | ] | ||
@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 73: | Line 116: | ||
// 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." | ||
Line 79: | Line 123: | ||
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 | ||
Line 96: | Line 141: | ||
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 118: | Line 162: | ||
] | ] | ||
@BaseClass | @BaseClass = RenderFxChoices | ||
[ | [ | ||
renderfx(choices) :"Render FX" : 0 = | renderfx(choices) :"Render FX" : 0 = | ||
Line 143: | Line 187: | ||
26: "Fade Near" | 26: "Fade Near" | ||
] | ] | ||
] | ] | ||
Line 183: | Line 215: | ||
input Color(color255) : "Set the sprite's color (R G B)." | input Color(color255) : "Set the sprite's color (R G B)." | ||
] | ] | ||
// Inherit from this to get the ability to only include an object in a range of dx levels. | // Inherit from this to get the ability to only include an object in a range of dx levels. | ||
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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'." | ||
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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." | ||
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@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." | ||
0 : "Normal" | 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." | ||
10: "Fluorescent flicker" | ] | ||
@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" | |||
10: "Fluorescent flicker" | |||
2 : "Slow, strong pulse" | 2 : "Slow, strong pulse" | ||
11: "Slow pulse, noblack" | 11: "Slow pulse, noblack" | ||
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// 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" | ||
] | ] | ||
] | ] | ||
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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." = | ||
Line 868: | Line 904: | ||
] | ] | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
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@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" | ||
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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) = | ||
[ | [ | ||
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32:"Is NOT Looped": 1 | 32:"Is NOT Looped": 1 | ||
] | ] | ||
// Inputs | // Inputs | ||
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] | ] | ||
@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." = | ||
[ | [ | ||
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] | ] | ||
@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." | ||
[ | [ | ||
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] | ] | ||
@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." | ||
[ | [ | ||
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79 : "Foliage" | 79 : "Foliage" | ||
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 | |||
] | ] | ||
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"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 1,319: | Line 1,375: | ||
] | ] | ||
@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." | ||
[ | [ | ||
Line 1,481: | 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." | ||
Line 1,491: | Line 1,547: | ||
decalname(string) : "Decal Name" : "Bigshot" : "Decal to be applied at the end of the beam" | decalname(string) : "Decal Name" : "Bigshot" : "Decal to be applied at the end of the beam" | ||
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." | ||
spawnflags(flags) = | spawnflags(flags) = | ||
Line 1,592: | 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 1,601: | 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 1,733: | Line 1,795: | ||
input Impact(void) : "Trigger the impact" | input Impact(void) : "Trigger the impact" | ||
] | ] | ||
// 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 | ||
Line 1,855: | 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" | foglerptime(float) : "Interpolate time" : "0" : "Fade time for the StartFogTransition input." | ||
farz(string) : "Far Z Clip Plane" : "-1" | 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 1,946: | 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 2,141: | Line 2,212: | ||
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. " | ||
] | ] | ||
Line 2,148: | Line 2,219: | ||
[ | [ | ||
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 2,217: | Line 2,288: | ||
[ | [ | ||
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 2,243: | 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 2,265: | Line 2,336: | ||
] | ] | ||
@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." | ||
[ | [ | ||
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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." | ||
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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)" | |||
] | ] | ||
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 | 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 2,361: | 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." | |||
] | ] | ||
Line 2,411: | 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." | ||
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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." | |||
] | ] | ||
Line 2,435: | Line 2,529: | ||
] | ] | ||
@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." | ||
[ | [ | ||
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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 | ||
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] | ] | ||
// 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) = point_servercommand : | //@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_servercommand : | |||
// "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 : | @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_bonusmaps_accessor : | ||
Line 2,604: | Line 2,701: | ||
"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 = | ||
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"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." | ||
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"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 2,801: | Line 2,898: | ||
input Stop(void) : "Tell the particle system to stop emitting." | input Stop(void) : "Tell the particle system to stop emitting." | ||
] | ] | ||
@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 : | ||
Line 2,819: | Line 2,917: | ||
@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." | |||
] | ] | ||
Line 2,829: | Line 2,934: | ||
[ | [ | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 2,899: | 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 2,983: | Line 3,089: | ||
[ | [ | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 2,997: | 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 3,034: | 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 3,070: | Line 3,189: | ||
input Toggle(void) : "Toggle the light on/off." | input Toggle(void) : "Toggle the light on/off." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 3,089: | 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 3,102: | Line 3,222: | ||
input SetShadowsDisabled(integer) : "Set shadows disabled state." | input SetShadowsDisabled(integer) : "Set shadows disabled state." | ||
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)" | |||
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" | |||
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." | |||
// 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." | |||
] | |||
@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." | |||
] | ] | ||
Line 3,114: | Line 3,259: | ||
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" | ||
filename(string) : "Lookup Table Filename" : "" : "This is the lookup table filename" | 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." | 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." | ||
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 | // Inputs | ||
Line 3,122: | Line 3,278: | ||
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." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 3,132: | Line 3,289: | ||
fadeDuration(float) : "Lookup Fade Duration" : "10.0" : "This is the duration for the lookup to fade in/out on extry/exit" | 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" | 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." | 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 3,203: | 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 3,244: | Line 3,406: | ||
// 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 3,252: | 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." | |||
] | ] | ||
Line 3,374: | Line 3,541: | ||
] | ] | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 3,402: | Line 3,570: | ||
[ | [ | ||
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." | ||
Line 3,453: | Line 3,621: | ||
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 3,463: | 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." = | ||
Line 3,515: | 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." | |||
] | ] | ||
Line 3,551: | 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." | ||
[ | [ | ||
Line 3,614: | Line 3,783: | ||
output OnReachedPosition(void) : "Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input." | output OnReachedPosition(void) : "Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 3,623: | 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 3,643: | 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 3,660: | 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 3,747: | Line 3,918: | ||
] | ] | ||
@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 3,768: | Line 3,949: | ||
] | ] | ||
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 3,776: | 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 3,795: | 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 3,828: | Line 4,009: | ||
input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default." | input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 3,887: | 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." | |||
] | ] | ||
Line 3,945: | Line 4,129: | ||
] | ] | ||
@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." | ||
Line 3,955: | Line 4,139: | ||
input SetSequence(string) : "Sets the script model's sequence." | input SetSequence(string) : "Sets the script model's sequence." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 4,128: | Line 4,313: | ||
output OnFalse(bool) : "Fired when the input value is false (zero)." | output OnFalse(bool) : "Fired when the input value is false (zero)." | ||
] | ] | ||
@PointClass base(Targetname) = logic_branch_listener : | @PointClass base(Targetname) = logic_branch_listener : | ||
Line 4,156: | Line 4,342: | ||
output OnMixed(void) : "Fired when one of the logic branches in the list changes, but some are true and some are false." | output OnMixed(void) : "Fired when one of the logic branches in the list changes, but some are true and some are false." | ||
] | ] | ||
@PointClass base(Targetname) iconsprite("editor/logic_case.vmt") = logic_case : | @PointClass base(Targetname) iconsprite("editor/logic_case.vmt") = logic_case : | ||
Line 4,208: | 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 4,286: | Line 4,473: | ||
input AddToTimer(float) : "Add time to the timer if it is currently enabled. Does not change the Refire Interval." | input AddToTimer(float) : "Add time to the timer if it is currently enabled. Does not change the Refire Interval." | ||
input SubtractFromTimer(float) : "Subtract time from the timer if it is currently enabled. Does not change the Refire Interval." | input SubtractFromTimer(float) : "Subtract time from the timer if it is currently enabled. Does not change the Refire Interval." | ||
// Outputs | // Outputs | ||
Line 4,292: | Line 4,480: | ||
output OnTimerLow(void) : "Fired every other time for an oscillating timer." | output OnTimerLow(void) : "Fired every other time for an oscillating timer." | ||
] | ] | ||
@PointClass base(Targetname) = hammer_updateignorelist : | @PointClass base(Targetname) = hammer_updateignorelist : | ||
Line 4,315: | Line 4,504: | ||
IgnoredName16(target_destination) : "IgnoredName 16" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities" | IgnoredName16(target_destination) : "IgnoredName 16" : "" : "Do not send this entity's information back to hammer during hammer_update_safe_entities" | ||
] | ] | ||
@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 : | ||
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 4,332: | Line 4,528: | ||
input DisableCollisions(void) : "Disable collisions between the first and second entity." | input DisableCollisions(void) : "Disable collisions between the first and second entity." | ||
] | ] | ||
@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmt") sphere(MaxRange) color(0 0 255) = env_microphone : | @PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmt") sphere(MaxRange) color(0 0 255) = env_microphone : | ||
Line 4,480: | 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 4,511: | 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 4,583: | Line 4,780: | ||
output OnEntityFailedSpawn(void) : "Fired when a ForceSpawn input failed to spawn the template, either due to lack of space or being in player's view, depending on the spawnflags." | output OnEntityFailedSpawn(void) : "Fired when a ForceSpawn input failed to spawn the template, either due to lack of space or being in player's view, depending on the spawnflags." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 4,638: | Line 4,836: | ||
"name matches the given string will pass the filter. If the filter mode is Disallow, "+ | "name matches the given string will pass the filter. If the filter mode is Disallow, "+ | ||
"all entities EXCEPT those whose name matches the string will pass the filter." | "all entities EXCEPT those whose name matches the string will pass the filter." | ||
] | |||
@FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_activator_model : | |||
"A filter that filters by the model of the activator." | |||
[ | |||
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." | |||
] | ] | ||
Line 4,802: | Line 5,016: | ||
output Distance(float) : "Distance of the target entity away from this entity." | output Distance(float) : "Distance of the target entity away from this entity." | ||
] | ] | ||
@PointClass base(Targetname, Angles) = point_teleport : | @PointClass base(Targetname, Angles) = point_teleport : | ||
Line 5,074: | Line 5,289: | ||
// 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. | ||
Line 5,132: | Line 5,349: | ||
// 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. | ||
Line 5,302: | Line 5,520: | ||
output OnDetach(void) : "Fired when an entity is released by the magnet." | output OnDetach(void) : "Fired when an entity is released by the magnet." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 5,311: | 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 5,340: | 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, GMODLightOrigin, Shadow) = prop_dynamic_base | |||
@BaseClass base(Parentname, Global, Angles, Studiomodel, BreakableProp, DXLevelChoice, BaseFadeProp, RenderFields) = prop_dynamic_base | |||
[ | [ | ||
solid(choices) : "Collisions" : 6 = | solid(choices) : "Collisions" : 6 = | ||
Line 5,390: | 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 5,421: | 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" | ||
] | ] | ||
Line 5,561: | 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 5,576: | 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 5,671: | Line 5,898: | ||
@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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"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 = | ||
[ | [ | ||
Line 5,716: | 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(Targetname, Parentname) = func_precipitation_blocker : | |||
"A brush entity that prevents rain and snow inside its volume." | |||
[ | |||
] | ] | ||
Line 5,730: | Line 5,978: | ||
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 : | ||
Line 5,766: | Line 6,015: | ||
max_range(float) : "Max Range" : 150 : "How far away a Fish can wander (max 255)" | max_range(float) : "Max Range" : 150 : "How far away a Fish can wander (max 255)" | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 5,820: | 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 5,864: | Line 6,114: | ||
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." | ||
Line 5,917: | 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 5,931: | Line 6,176: | ||
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." | |||
] | ] | ||
Line 5,961: | Line 6,221: | ||
@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" | |||
] | ] | ||
Line 6,009: | Line 6,273: | ||
output OnTeleport(void) : "Fired when any entity following this path teleports directly to this path_track node." | output OnTeleport(void) : "Fired when any entity following this path teleports directly to this path_track node." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 6,019: | Line 6,284: | ||
[ | [ | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 6,076: | Line 6,342: | ||
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. " + | ||
Line 6,089: | Line 6,357: | ||
"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 6,158: | Line 6,426: | ||
// 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 | ||
Line 6,205: | Line 6,474: | ||
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." | |||
] | ] | ||
Line 6,265: | Line 6,541: | ||
32: "Preserve angles even when a local landmark is not specified AND only allow clients in vehicles" : 0 | 32: "Preserve angles even when a local landmark is not specified AND only allow clients in vehicles" : 0 | ||
] | ] | ||
] | |||
@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." | |||
] | ] | ||
Line 6,278: | Line 6,561: | ||
[ | [ | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 6,314: | Line 6,601: | ||
input SetCheapWaterEndDistance(float) : "Set the distance that water finishes transitioning to cheap water." | input SetCheapWaterEndDistance(float) : "Set the distance that water finishes transitioning to cheap water." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 6,332: | Line 6,620: | ||
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 6,361: | Line 6,650: | ||
input Disable(void) : "Disable the logic_measure_movement." | input Disable(void) : "Disable the logic_measure_movement." | ||
] | ] | ||
//------------------------------------------------------------------------- | //------------------------------------------------------------------------- | ||
Line 6,413: | Line 6,703: | ||
FOV(integer) : "Camera FOV" : 75 : "FOV of this camera." | FOV(integer) : "Camera FOV" : 75 : "FOV of this camera." | ||
] | ] | ||
@PointClass base(Targetname, DamageFilter) size(-8 -8 -8, 8 8 8) = logic_playerproxy : | @PointClass base(Targetname, DamageFilter) size(-8 -8 -8, 8 8 8) = logic_playerproxy : | ||
Line 6,446: | Line 6,737: | ||
"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 6,462: | 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 | |||
] | ] | ||
style(Choices) : "Appearance" : 0 = | texturename(material) : "Texture Name" : "effects/flashlight001" : "The name of the texture to project" | ||
textureframe(integer) : "Texture Frame" : 0 : "The frame of the texture, for animated textures" | |||
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 : "Normal" | 0 : "Normal" | ||
Line 6,489: | Line 6,791: | ||
target(target_destination) : "Aim Target" : : "If set, the projected texture will automatically aim at the given entity" | target(target_destination) : "Aim Target" : : "If set, the projected texture will automatically aim at the given entity" | ||
enableshadows(Choices) : "Enable Shadows" : | enableshadows(Choices) : "Enable Shadows" : 1 : "Enables/disables shadows from this projected texture." = | ||
[ | [ | ||
0 : "No" | 0 : "No" | ||
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 SpotlightTexture(string) : "Set the spotlight texture" | ||
input EnableShadows(bool) : "Set the if shadows are enabled" | input EnableShadows(bool) : "Set the if shadows are enabled" | ||
Line 6,595: | 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 6,609: | Line 6,910: | ||
parm9(instance_parm) : "Parm" : : "This is a parameter. It goes in the form of $variable type." | parm9(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." | 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." | |||
] | ] | ||
Line 6,615: | Line 6,929: | ||
[ | [ | ||
] | ] | ||
[[ | // 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).
