Dod det.fgd: Difference between revisions

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//-------------------------------------------------------------------------
//-------------------------------------------------------------------------


@PointClass studio("models/weapons/w_tnt_grey.mdl") = dod_bomb_target : "Bomb Target"
@PointClass studio("models/weapons/w_tnt_grey.mdl") base(Targetname, EnableDisable, Angles) = dod_bomb_target : "Bomb Target"
[
[
targetname(target_source) : "Name" : ""
bombing_team(choices) : "Bombing Team" : 1 =
bombing_team(choices) : "Bombing Team" : 1 =
[
[
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3 : "Axis"
3 : "Axis"
]
]
target_control_point(target_destination) : "Target Control Point" : ""
target_control_point(target_destination) : "Target Control Point"
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
angles(angle) : "Angles" : 0
output OnBombExploded(void) : "Output sent when bomb explodes"
output OnBombExploded(void) : "Output sent when bomb explodes"
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output OnKillPlanter(void) : "Output sent when bomb planter is killed"
output OnKillPlanter(void) : "Output sent when bomb planter is killed"
output OnKillDefuser(void) : "Output sent when bomb defuser is killed"
output OnKillDefuser(void) : "Output sent when bomb defuser is killed"
input Enable(void) : "Input enables the bomb marker"
input Disable(void) : "Input disables the bomb marker"
]
]


Line 52: Line 42:
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------


@SolidClass = dod_bomb_dispenser : "Bomb Dispenser"
@SolidClass base(Targetname, EnableDisable) = dod_bomb_dispenser : "Bomb Dispenser"
[
[
targetname(target_source) : "Name" : ""
dispense_team(choices) : "Give Bombs to team" : 0 =  
dispense_team(choices) : "Give Bombs to team" : 0 =  
[
[
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3 : "Axis"
3 : "Axis"
]
]
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]


output OnTntPickup(void) : "Output sent when TNT is picked up"
output OnTntPickup(void) : "Output sent when TNT is picked up"
input Enable(void) : "Input enables the dispenser"
input Disable(void) : "Input disables the dispenser"
]
]


@SolidClass = func_team_wall : "Spawn Protection Wall"
@SolidClass base(Targetname) = func_team_wall : "Spawn Protection Wall"
[
[
targetname(target_source) : "Name" : ""
blockteam(choices) : "Block Team" : 2 =
blockteam(choices) : "Block Team" : 2 =
[
[
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3 : "Axis"
3 : "Axis"
]
]
input Kill(void) : "Removes this entity from the world."
input KillHierarchy(void) : "Removes this entity and its children from the world."
input AddOutput(string): "Adds an entity I/O connection to this entity. It can be potentially very dangerous, use with care."
input FireUser1(void) : "Causes this entity's OnUser1-4 outputs to be fired."
input FireUser2(void) : "Causes this entity's OnUser1-4 outputs to be fired."
input FireUser3(void) : "Causes this entity's OnUser1-4 outputs to be fired."
input FireUser4(void) : "Causes this entity's OnUser1-4 outputs to be fired."
]
]
</nowiki></pre>
</nowiki></pre>

Revision as of 18:51, 18 July 2006

This is a fgd file made for the sole purpose of detonation maps and the spawn protection wall, which were not included in the official Day of Defeat Source fgd.

a download is available here.(right click -> Save Target As)

//============================= Made by PanFrie ===============================
//
// Purpose: Day of Defeat: Source Detonation Game Files
//
//=============================================================================

@include "dod.fgd"

//-------------------------------------------------------------------------
//
// Point Classes
//
//-------------------------------------------------------------------------

@PointClass studio("models/weapons/w_tnt_grey.mdl") base(Targetname, EnableDisable, Angles) = dod_bomb_target : "Bomb Target"
[
	bombing_team(choices) : "Bombing Team" : 1 =
	[
		1 : "Both"
		2 : "Allies"
		3 : "Axis"
	]
	target_control_point(target_destination) : "Target Control Point"
	
	output OnBombExploded(void) : "Output sent when bomb explodes"
	output OnBombDefused(void) : "Output sent when bomb is defused"
	output OnBombPlanted(void) : "Output sent when bomb is planted"

	output OnKillPlanter(void) : "Output sent when bomb planter is killed"
	output OnKillDefuser(void) : "Output sent when bomb defuser is killed"
]

//-------------------------------------------------------------------------
//
// Solid Classes
//
//-------------------------------------------------------------------------

@SolidClass base(Targetname, EnableDisable) = dod_bomb_dispenser : "Bomb Dispenser"
[
	dispense_team(choices) : "Give Bombs to team" : 0 = 
	[
		0 : "Both"
		2 : "Allies"
		3 : "Axis"
	]

	output OnTntPickup(void) : "Output sent when TNT is picked up"
]

@SolidClass base(Targetname) = func_team_wall : "Spawn Protection Wall"
[
	blockteam(choices) : "Block Team" : 2 =
	[
		2 : "Allies"
		3 : "Axis"
	]
]

See Also

List of DoD:S entities