Ricochet.fgd: Difference between revisions
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// Works with VHE 3.5+ | // Works with VHE 3.5+ | ||
// http://developer.valvesoftware.com/wiki/Ricochet_Level_Creation | // http://developer.valvesoftware.com/wiki/Ricochet_Level_Creation | ||
// | // Use in pair with Half-Life FGD | ||
// | // | ||
// Changelog: | // Changelog: | ||
// | |||
// 1.5 | |||
// -Added Half-Life entities support | |||
// | // | ||
// 1.4.1 | // 1.4.1 | ||
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0 : "Arena" | 0 : "Arena" | ||
1 : "Deathmatch" | 1 : "Deathmatch" | ||
] | ] | ||
] | ] | ||
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@PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] | @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] | ||
@PointClass base(PlayerClass, Targetname) studio("models/ricochet/head.mdl") = info_teleport_destination : | @PointClass base(PlayerClass, Targetname) studio("models/ricochet/head.mdl") = info_teleport_destination : | ||
// Solid entities | // Solid entities | ||
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@SolidClass = trigger_fall [] | @SolidClass = trigger_fall [] | ||
@SolidClass base(Target) = trigger_jump [] | @SolidClass base(Target) = trigger_jump [] | ||
</pre> | </pre> | ||
[[Category:Level Design]] | [[Category:Level Design]] | ||
[[Category:Ricochet]] | [[Category:Ricochet]] |
Revision as of 06:15, 31 October 2010
// Ricochet FGD file // By Vitaliy "SiPlus" Kuzmin // Version 1.4.1 // 7 Feb 2010 // Works with VHE 3.5+ // http://developer.valvesoftware.com/wiki/Ricochet_Level_Creation // Use in pair with Half-Life FGD // // Changelog: // // 1.5 // -Added Half-Life entities support // // 1.4.1 // -Removed "life" = "1" from env_beam // // 1.4 // -Fixed env_beam spawnflags // // 1.3 // -Added gamemode switcher // -Added env_beam default values // // 1.2 // -Entities sorted alphabetically // // 1.1 // -Added player model // -Added info_player_start // -Added info_player_spectator // -Added info_ricochet @SolidClass = worldspawn : "World entity" [ message(string) : "Map Description / Title" skyname(string) : "environment map (cl_skyname)" : "disc" sounds(integer) : "CD track to play" : 1 light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" MaxRange(string) : "Max viewable distance" : "4096" chaptertitle(string) : "Chapter Title Message" startdark(choices) : "Level Fade In" : 0 = [ 0 : "No" 1 : "Yes" ] gametitle(choices) : "Display game title" : 0 = [ 0 : "No" 1 : "Yes" ] newunit(choices) : "New Level Unit" : 0 = [ 0 : "No, keep current" 1 : "Yes, clear previous levels" ] mapteams(string) : "Map Team List" defaultteam(choices) : "Default Team" : 0 = [ 0 : "Fewest Players" 1 : "First Team" ] no_arena(choices) : "Gamemode" : 1 = [ 0 : "Arena" 1 : "Deathmatch" ] ] @PointClass base(PlayerClass) = info_player_start : "Insert this entity on map to remove some problems" [] @PointClass base(PlayerClass) studio("models/ricochet/male.mdl") = info_player_deathmatch : "Player deathmatch start" [ target(target_destination) : "Target" master(string) : "Master" ] @PointClass base(Angles) = info_ricochet : "Insert this entity on map to remove some problems" [] @PointClass base(PlayerClass) studio("models/ricochet/head.mdl") = info_player_spectator : "Spectator camera" [ target(target_destination) : "Target" master(string) : "Master" ] @PointClass base(Targetname) size(-4 -4 -4, 4 4 4) color(200 100 50) = info_target : "Beam Target" [] @PointClass base(PlayerClass, Targetname) studio("models/ricochet/head.mdl") = info_teleport_destination : // Solid entities @SolidClass = trigger_discreturn [] @SolidClass = trigger_fall [] @SolidClass base(Target) = trigger_jump []