Sdk.fgd/Orangebox (Source 2007 Multiplayer): Difference between revisions

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(Created page with "From: <code>\common\SourceSDK\bin\orangebox\bin\sdk.fgd</code> <pre> @SolidClass base(Targetname, RenderFields, Global, Shadow) = my_brush_entity : "Tutorial brush entity." [...")
 
(oops this is identical)
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From: <code>\common\SourceSDK\bin\orangebox\bin\sdk.fgd</code>
From: <code>\common\SourceSDK\bin\orangebox\bin\sdk.fgd</code>
{{note|This is identical to the Source 2009 one.}}
<pre>
<pre>
@SolidClass base(Targetname, RenderFields, Global, Shadow) = my_brush_entity : "Tutorial brush entity."
@SolidClass base(Targetname, RenderFields, Global, Shadow) = my_brush_entity : "Tutorial brush entity."

Revision as of 05:57, 9 July 2018

From: \common\SourceSDK\bin\orangebox\bin\sdk.fgd

Note.pngNote:This is identical to the Source 2009 one.
@SolidClass base(Targetname, RenderFields, Global, Shadow) = my_brush_entity : "Tutorial brush entity."
[
	// Inputs
	input Toggle(void) : "Toggles the entity visible and invisible."
]

@PointClass base(Targetname) = my_logical_entity : "Tutorial logical entity."
[
	threshold(integer) : "Threshold" : 1 : "Number of ticks before the entity will fire its OnThreshold output."
	// Inputs
	input Tick(void) : "Adds one tick to the entity's count."

	// Outputs
	output OnThreshold(void) : "Fired when the number of recorded ticks reaches the specified threshold."
]

@PointClass base(Targetname, Angles) studio("models/gibs/airboat_broken_engine.mdl") = my_model_entity : "Tutorial model entity."
[
	// Inputs
	input Toggle(void) : "Starts and stops the entity moving."
]

@PointClass base(Angles,Targetname,Parentname) = env_sparkler : "Tutorial special effect."
[
	scale(float) : "Scale" : 1 : "Scale of the effect in world units."

	// Inputs
	input Toggle(void) : "Toggles the state of the effect on and off."
	input Scale(float) : "Scales the effect up and down via a float parameters."
]

@PointClass base(Targetname) = logic_game_message : "Tutorial entity to post message to player."
[
	text(string) : "Text" : "" : "Text to be posted to the player."
	
	// Inputs
	input DisplayMessage(void) : "Causes the message stored in the text field to be displayed to the local player."
]

@PointClass base(Angles,Targetname,EnableDisable) studio("models/editor/playerstart.mdl") = info_player_deathmatch :
	"This entity marks the start point for players in deathmatch."
[
]

@PointClass base(Angles,Targetname,EnableDisable) size(-16 -16 0, 16 16 72) = info_player_blue :
	"This entity marks the start point for Blue team players, in teamplay."
[
]

@PointClass base(Angles,Targetname,EnableDisable) size(-16 -16 0, 16 16 72) = info_player_red :
	"This entity marks the start point for Red team players, in teamplay."
[
]

//-------------------------------------------------------------------------
//
// Vehicles.
//
//-------------------------------------------------------------------------
@BaseClass base(Targetname, Origin, Global, prop_static_base) = BaseVehicle
[
	vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/jeep_test.txt"
	actionScale(float) : "Scale of action input / framerate" : "1"

	// Inputs
	input Action(float) : "Set the speed of the action animation"

	input TurnOn(void) : "Turn on: Start engine & enable throttle"
	input TurnOff(void) : "Turn off: Stop engine, disable throttle, engage brakes."

	input Lock(void) : "Prevent the player from entering or exiting the vehicle."
	input Unlock(void) : "Re-allow the player to enter or exit the vehicle."
]


@BaseClass base(BaseVehicle) = BaseDriveableVehicle
[
	VehicleLocked(choices) : "Start locked" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]	

	// Outputs
	output PlayerOn(void) : "Player entered the vehicle"
	output PlayerOff(void) : "Player exited the vehicle"
	
	output PressedAttack(void) : "Player Pressed attack key"
	output PressedAttack2(void) : "Player Pressed attack2 key"

	output AttackAxis(string) : "State of attack button [0,1]"
	output Attack2Axis(string) : "State of attack2 button [0,1]"
	
	// Inputs
	input HandBrakeOn(void) : "Turns the handbrake on"
	input HandBrakeOff(void): "Releases the handbrake"
]

@PointClass base(BaseVehicle) studioprop() = prop_vehicle :
	"Studiomodel vehicle that can be driven via inputs."
[
	// Inputs
	input Steer(float) : "Steer the vehicle +/-1"
	input Throttle(float) : "Throttle +/-1"

	spawnflags(flags) =
	[
		1 : "Always Think (Run physics every frame)" : 0
	]
]


@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable :
	"Generic driveable studiomodel vehicle."
[
]
@PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_jeep : "Driveable studiomodel jeep."
[
]