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
// Do not use in pair with Half-Life FGD, it will cause conflicts!
// Use in pair with Half-Life FGD
//
//
// Changelog:
// Changelog:
//
// 1.5
// -Added Half-Life entities support
//
//
// 1.4.1
// 1.4.1
Line 64: Line 67:
0 : "Arena"
0 : "Arena"
1 : "Deathmatch"
1 : "Deathmatch"
]
]
// Base entities
@BaseClass = ZHLT
[
zhlt_lightflags(choices) : "ZHLT Lightflags" : 0 =
[
0 : "Default"
1 : "Embedded Fix"
2 : "Opaque (blocks light)"
3 : "Opaque + Embedded fix"
6 : "Opaque + Concave Fix"
]
light_origin(string) : "Light Origin Target"
]
@BaseClass = ZHLT_point
[
_fade(string) : "ZHLT Fade" : "1.0"
_falloff(choices) : "ZHLT Falloff" : 0 =
[
0 : "Default"
1 : "Inverse Linear"
2 : "Inverse Square"
]
]
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
2048 : "Not in Deathmatch" : 0
]
]
@BaseClass = Angles
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0"
]
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass base(Target) = Targetx
[
delay(string) : "Delay before trigger" : "0"
killtarget(target_destination) : "KillTarget"
]
@BaseClass base(Appearflags, Angles) size(-16 -16 -36, 16 16 36) color(0 255 0) = PlayerClass []
@BaseClass = Light
[
_light(color255) : "Brightness" : "255 255 128 200"
      style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
]
pattern(string) : "Custom Appearance"
]
@BaseClass base(Target, Targetname) = Trigger
[
killtarget(target_destination) : "Kill target"
netname(target_destination) : "Target Path"
master(string) : "Master"
sounds(choices) : "Sound style" : 0 =
[
0 : "No Sound"
]
delay(string) : "Delay before trigger" : "0"
message(string) : "Message (set sound too!)"
spawnflags(flags) =
[
1: "Monsters" : 0
2: "No Clients" : 0
4: "Pushables": 0
]
]
@BaseClass size(-16 -16 0, 16 16 32) color(0 0 200) base(Targetname, Appearflags, Angles) = Weapon []
@BaseClass = RenderFxChoices
[
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
]
@BaseClass base(RenderFxChoices) = RenderFields
[
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@BaseClass = BeamStartEnd
[
LightningStart(target_destination) : "Start Entity"
LightningEnd(target_destination) : "Ending Entity"
]
// Point entities
@PointClass iconsprite("sprites/speaker.spr") base(Targetname) = ambient_generic : "Universal Ambient"
[
message(sound) : "WAV Name"
health(integer) : "Volume (10 = loudest)" : 10
preset(choices) :"Dynamic Presets" : 0 =
[
0: "None"
1: "Huge Machine"
2: "Big Machine"
3: "Machine"
4: "Slow Fade in" 
5: "Fade in"
6: "Quick Fade in"
7: "Slow Pulse"
8: "Pulse"
9: "Quick pulse"
10: "Slow Oscillator"
11: "Oscillator"
12: "Quick Oscillator"
13: "Grunge pitch"
14: "Very low pitch"
15: "Low pitch"
16: "High pitch"
17: "Very high pitch"
18: "Screaming pitch"
19: "Oscillate spinup/down"
20: "Pulse spinup/down"
21: "Random pitch"
22: "Random pitch fast"
23: "Incremental Spinup"
24: "Alien"
25: "Bizzare"
26: "Planet X"
27: "Haunted"
]
volstart(integer) : "Start Volume" : 0
fadein(integer) : "Fade in time (0-100)" : 0
fadeout(integer) : "Fade out time (0-100)" : 0
pitch(integer) : "Pitch (> 100 = higher)" : 100
pitchstart(integer) : "Start Pitch" : 100
spinup(integer) : "Spin up time (0-100)" : 0
spindown(integer) : "Spin down time (0-100)" : 0
lfotype(integer) : "LFO type 0)off 1)sqr 2)tri 3)rnd" : 0
lforate(integer) : "LFO rate (0-1000)" : 0
lfomodpitch(integer) : "LFO mod pitch (0-100)" : 0
lfomodvol(integer) : "LFO mod vol (0-100)" : 0
cspinup(integer) : "Incremental spinup count" : 0
spawnflags(flags) =
[
1 : "Play Everywhere" : 0
2 : "Small Radius" : 0
4 : "Medium Radius" : 1
8 : "Large Radius" : 0
16 : "Start Silent":0
32 : "Not Toggled":0
]
]
@PointClass base(Targetname, Angles) size(-16 -16 0, 16 16 72) = cycler : "Monster Cycler"
[
model(studio) : "Model"
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
renderfx(choices) :"Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]
@PointClass base(Monster) size(-16 -16 -16, 16 16 16) = cycler_weapon : "Weapon Cycler"
[
model(studio) : "model"
]
@PointClass sprite() base(Targetname, RenderFields, Angles) size(-4 -4 -4, 4 4 4) = cycler_wreckage :
"Wreckage"
[
framerate(string) : "Framerate" : "10.0"
model(sprite) : "Sprite Name" : "sprites/fire.spr"
scale(string) : "Scale" : "1.0"
spawnflags(flags) =
[
32: "Toggle" : 0
64: "Start ON" : 0
]
]
@PointClass base(Targetname, BeamStartEnd, RenderFxChoices) size(-16 -16 -16, 16 16 16) = env_beam : "Energy
Beam Effect"
[
renderamt(integer) : "Brightness (1 - 255)" : 100
rendercolor(color255) : "Beam Color (R G B)" : "223 0 255"
Radius(integer) : "Radius" : 256
BoltWidth(integer) : "Width of beam (pixels*0.1 0-255)" : 255
NoiseAmplitude(integer) : "Amount of noise (0-255)" : 20
texture(sprite) : "Sprite Name" : "sprites/laserbeam.spr"
TextureScroll(integer) : "Texture Scroll Rate (0-100)" : 35
framerate(integer) : "Frames per 10 seconds" : 0
framestart(integer) : "Starting Frame" : 0
StrikeTime(string) : "Strike again time (secs)" : "1"
damage(string) : "Damage / second" : "0"
spawnflags(flags) =
[
1 : "Start On" : 0
2 : "Toggle" : 0
4 : "Random Strike" : 0
8 : "Ring" : 0
16: "StartSparks" : 0
32: "EndSparks" : 0
64: "Decal End" : 0
128: "Shade Start" : 0
256: "Shade End" : 0
]
]
]
]
Line 393: Line 86:
@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 :  
"Teleport destination" []
@PointClass base(Weapon) studio("models/ricochet/pow_visual.mdl") = item_powerup : "Powerup" []
@PointClass iconsprite("sprites/lightbulb.spr") base(Target, Targetname, Light, ZHLT_point) = light :
"Invisible lightsource"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass base(Targetname, Angles, ZHLT_point) iconsprite("sprites/lightbulb.spr") = light_environment :
"Environment"
[
pitch(integer) : "Pitch" : 0
_light(color255) : "Brightness" : "255 255 128 200"
]
@PointClass iconsprite("sprites/lightbulb.spr") base(Targetname, Target, Angles, ZHLT_point) = light_spot :
"Spotlight"
[
_cone(integer) : "Inner (bright) angle" : 30
_cone2(integer) : "Outer (fading) angle" : 45
pitch(integer) : "Pitch" : -90
_light(color255) : "Brightness" : "255 255 128 200"
_sky(Choices) : "Is Sky" : 0 =
[
0 : "No"
1 : "Yes"
]
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
      style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
]
pattern(string) : "Custom Appearance"
]


// Solid entities
// Solid entities
Line 447: Line 91:
@SolidClass = trigger_fall []
@SolidClass = trigger_fall []
@SolidClass base(Target) = trigger_jump []
@SolidClass base(Target) = trigger_jump []
@SolidClass base(Trigger,Angles) = trigger_push : "Trigger player push"
[
spawnflags(flags) =
[
1: "Once Only" : 0
2: "Start Off" : 0
]
speed(integer) : "Speed of push" : 100
]
@SolidClass base(Trigger) = trigger_teleport : "Trigger teleport" []
</pre>
</pre>
[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Ricochet]]
[[Category:Ricochet]]

Revision as of 06:15, 31 October 2010

Ricochet Level Creation
// 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 []