Garrys Mod.fgd: Difference between revisions
Jump to navigation
Jump to search

No edit summary |
(Updated FGDs (March & July 2025).) |
||
Line 1: | Line 1: | ||
{{LanguageBar|title={{mono|garrysmod.fgd}}}} | {{LanguageBar|title={{mono|garrysmod.fgd}}}} | ||
This is the {{hammer|1}} FGD from {{gmod|4}} ({{code|garrysmod.fgd}}), as of March 2025 update (and July 2025 update). It is located in {{path|...\common\GarrysMod\bin}} folder. | |||
This is the {{hammer|1}} FGD from {{gmod|4}} ({{code|garrysmod.fgd}}). It is located in {{path|...\common\GarrysMod\bin}} folder. | |||
=== Previous versions === | === Previous versions === | ||
Line 8: | Line 7: | ||
=== FGDs === | === FGDs === | ||
{{codeblock|style=1|src=garrysmod.fgd|lang=fgd|<nowiki> | {{codeblock|style=1|src=garrysmod.fgd|lang=fgd|<nowiki>@include "</nowiki>[[Base.fgd/Garry's_Mod|base.fgd]]<nowiki>" | ||
@include "</nowiki>[[Base.fgd/Garry's_Mod|base.fgd]]<nowiki>" | |||
@include "</nowiki>[[Half-Life 2.fgd/Garry's Mod|halflife2.fgd]]<nowiki>" | @include "</nowiki>[[Half-Life 2.fgd/Garry's Mod|halflife2.fgd]]<nowiki>" | ||
Line 36: | Line 34: | ||
] | ] | ||
@PointClass base(Targetname | @PointClass base(Targetname) iconsprite("editor/env_skypaint.vmt") = env_skypaint : "Control the sky colours. Requires the skybox material be set to 'painted' in Map => Map Properties." | ||
[ | [ | ||
topcolor(color1) : "Sky Top Color" : "0.2 0.5 1.0" : "The colour of the top of the sky." | |||
bottomcolor(color1) : "Sky Bottom Color" : "0.8 1.0 1.0" : "The colour of the bottom of the sky." | |||
fadebias(float) : "Sky Fade Bias" : "1.0" : "Controls the bias of the fade between top/bottom. (1.0 is even)" | |||
sunsize(float) : "Sun Size" : "2.0" : "Controls the size of the sun glow." | |||
sunnormal(vector) : "Sun Normal" : "0.4 0.0 0.01" : "The position of the sun, expressed as a normal from the center of the world." | |||
sunsize(float) : "Sun Size" : "2.0" : "Controls the size of the sun glow" | |||
sunnormal(vector ) : "Sun Normal" : "0.4 0.0 0.01" : "The position of the sun, expressed as a normal from the center of the world" | |||
sunposmethod(choices) : "Sun Position Method" : 0 : "How should we determine the position of the sun?" = | sunposmethod(choices) : "Sun Position Method" : 0 : "How should we determine the position of the sun?" = | ||
[ | [ | ||
Line 92: | Line 47: | ||
1 : "Automatic - Find a env_sun entity and use that" | 1 : "Automatic - Find a env_sun entity and use that" | ||
] | ] | ||
suncolor(color1) : "Sun Color" : "0.2 0.1 0.0" : "The color of the sun glow (this is additive)" | suncolor(color1) : "Sun Color" : "0.2 0.1 0.0" : "The color of the sun glow. (this is additive)" | ||
duskscale(float) : "Dusk Scale" : "1.0" : "The size of the dusk effect (colouring of the horizon)" | duskscale(float) : "Dusk Scale" : "1.0" : "The size of the dusk effect. (colouring of the horizon)" | ||
duskintensity(float) : "Dusk Intensity" : "1.0" : "How | duskintensity(float) : "Dusk Intensity" : "1.0" : "How intense the dusk effect is." | ||
duskcolor(color1) : "Dusk Color" : "1.0 0.2 0.0" : "The color of the dusk effect" | duskcolor(color1) : "Dusk Color" : "1.0 0.2 0.0" : "The color of the dusk effect." | ||
drawstars(choices) : "Draw Stars" : 0 : "" = | drawstars(choices) : "Draw Stars" : 0 : "Whether to draw the star/cloud texture at all" = | ||
[ | [ | ||
0 : "No - Don't draw stars" | 0 : "No - Don't draw stars" | ||
Line 104: | Line 59: | ||
] | ] | ||
startexture(string) : "Star Texture" : "skybox/starfield" : "The star texture" | startexture(string) : "Star Texture" : "skybox/starfield" : "The star texture." | ||
starscale(float) : "Star Scale" : "0.5" : "How big the star texture should be" | starscale(float) : "Star Scale" : "0.5" : "How big the star texture should be." | ||
starfade(float) : "Star Fade" : "1.0" : "Fade the star texture towards the horizon" | starfade(float) : "Star Fade" : "1.0" : "Fade the star texture towards the horizon." | ||
starspeed(float) : "Star Speed" : "0.01" : "How fast the star texture should scroll across the sky" | starspeed(float) : "Star Speed" : "0.01" : "How fast the star texture should scroll across the sky." | ||
starlayers(float) : "Star Layers" : "1" : "From 1 to 3, how many layers should the star texture be repeated over." | |||
hdrscale(float) : "HDR Scale" : "0.66" : "When rendering your skybox in HDR mode, output will be scaled by this amount." | hdrscale(float) : "HDR Scale" : "0.66" : "When rendering your skybox in HDR mode, output will be scaled by this amount." | ||
// Inputs | |||
input SetTopColor(color255) : "Sets the colour of the top of the sky." | |||
input SetBottomColor(color255) : "Sets the colour of the bottom of the sky." | |||
input SetFadeBias(float) : "Sets the bias of the fade between top/bottom. (1.0 is even)" | |||
input SetSunSize(float) : "Sets the size of the sun glow." | |||
input SetSunNormal(vector) : "Sets the position of the sun, expressed as a normal from the center of the world." | |||
input SetSunColor(color255) : "Sets the color of the sun glow. (this is additive)" | |||
input SetDuskScale(float) : "Sets the size of the dusk effect. (colouring of the horizon)" | |||
input SetDuskIntensity(float) : "Sets how intense the dusk effect is." | |||
input SetDuskColor(color255) : "Sets the color of the dusk effect." | |||
input StarTexture(string) : "Sets the star texture." | |||
input StarScale(float) : "Sets how big the star texture should be." | |||
input StarFade(float) : "Sets the fading term of the star texture towards the horizon." | |||
input StarSpeed(float) : "Sets how fast the star texture should scroll across the sky." | |||
input StarLayers(float) : "Sets how many layers should the star texture be repeated over. (1 to 3)" | |||
input HDRScale(float) : "Sets the amount by which output will be scaled in HDR mode." | |||
] | ] | ||
Line 140: | Line 113: | ||
input Stop(void) : "Stop the rotator from rotating." | input Stop(void) : "Stop the rotator from rotating." | ||
input Reverse(void) : "Reverse the direction of rotation of the rotator." | input Reverse(void) : "Reverse the direction of rotation of the rotator." | ||
input SetColor(color255) : "Sets the color of the spotlight." | |||
// outputs | // outputs | ||
output OnLightOn(void) : "Fires when light turns on." | output OnLightOn(void) : "Fires when light turns on." | ||
output OnLightOff(void) : "Fires when light turns off." | output OnLightOff(void) : "Fires when light turns off." | ||
] | |||
@SolidClass base(Trigger) = trigger_catapult : "Catapult the player in a given diretion at a given velocity." | |||
[ | |||
playerSpeed(float) : "Player Speed" : 450 : "Speed at which to launch the players (u/sec)" | |||
physicsSpeed(float) : "Physics Object Speed" : 450 : "Speed at which to launch physics objects (u/sec)" | |||
useThresholdCheck(integer) : "Use Threshold Check" : 0 | |||
entryAngleTolerance(float) : "Entry Angle Tolerance" : "0.0" : "Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes." | |||
useExactVelocity(integer) : "Use Exact Velocity" : 0 : "Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target." | |||
exactVelocityChoiceType(choices) : "Exact Solution Method" : 0 : | |||
"Using exact velocity generates two correct solutions. Use this to force which one you choose." = | |||
[ | |||
0 : "Best" | |||
1 : "Solution One" | |||
2 : "Solution Two" | |||
] | |||
lowerThreshold(float) : "Lower Threshold" : "0.15" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes." | |||
upperThreshold(float) : "Upper Threshold" : "0.30" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes." | |||
launchDirection(angle) : "Launch direction" : "0 0 0" : "Direction to launch the player in." | |||
launchTarget(target_destination) : "Launch target" : "" : "Entity to try to 'hit' when we're launched." | |||
onlyVelocityCheck(integer) : "Only check velocity" : 0 : "Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshold Check is enabled." | |||
applyAngularImpulse(integer) : "Apply angular impulse" : 1 : "If a random angular impulse should be applied to physics objects being catapulted." | |||
//AirCtrlSupressionTime(float) : "Air Control SupressionTime" : "-1.0" : "[Launch by target only!]If greater than zero, suppress player aircontrol for this number (in seconds). If less than zero use the default (quarter second)." | |||
output OnCatapulted(void) : "The object has been launched." | |||
] | |||
@SolidClass base(Targetname) = func_nav_blocker : "A brush entity that can block nav areas touching its AABB." | |||
[ | |||
input BlockNav(string) : "Starts blocking nav areas." | |||
input UnblockNav(void) : "Stops blocking nav areas." | |||
StartDisabled(choices) : "Start Disabled" : 0 = | |||
[ | |||
0 : "No" | |||
1 : "Yes" | |||
] | |||
teamToBlock(choices) : "Team(s) to block" : -2 : "Team(s) this entity should block" = | |||
[ | |||
-2 : "Everyone" | |||
0 : "Team 0" | |||
1 : "Team 1" | |||
] | |||
] | |||
@SolidClass base(Targetname, EnableDisable) = func_nav_avoidance_obstacle : "A brush entity that tells bots to avoid nav areas touching its AABB." | |||
[ | |||
] | |||
@SolidClass base(Targetname, EnableDisable) = func_nav_avoid : "Influence bots to avoid this region by increasing the pathfinding cost within it." | |||
[ | |||
tags(string) : "Tags" : "" : "A space delimited list of tags. A tag is a label with no spaces. If a TFBot has at least one matching tag, it will pay attention to this entity. Tags that are automatically set on TFBots include bomb_carrier, common, mission_sniper, mission_spy, mission_sentry_buster, or any class name." | |||
team(choices) : "Team" : -2 : "Which team will avoid this region" = | |||
[ | |||
-2 : "Everyone" | |||
0 : "Team 0" | |||
1 : "Team 1" | |||
] | |||
] | |||
@SolidClass base(Targetname, EnableDisable) = func_nav_prefer : "Influence bots to prefer this region by decreasing the pathfinding cost within it." | |||
[ | |||
tags(string) : "Tags" : "" : "A space delimited list of tags. A tag is a label with no spaces. If a TFBot has at least one matching tag, it will pay attention to this entity. Tags that are automatically set on TFBots include bomb_carrier, common, mission_sniper, mission_spy, mission_sentry_buster, or any class name." | |||
team(choices) : "Team" : -2 : "Which team will prefer this region" = | |||
[ | |||
-2 : "Everyone" | |||
0 : "Team 0" | |||
1 : "Team 1" | |||
] | |||
] | |||
@PointClass base(Targetname) sphere(ball_size, 255, 255, 255, diameter) iconsprite("sprites/sent_ball_hammer.vmt") = sent_ball : | |||
"An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. "+ | |||
"Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests." + | |||
"This spotlight is entirely client side, it is not sync'd across clients." | |||
[ | |||
ball_size(float) : "Ball Size" : 30 : "The size of the ball. Use the sphere helper for accurate in-world size." | |||
rendercolor(color255) : "Ball Color (R G B)" : "255 255 255" : "The ball color" | |||
] | ] | ||
</nowiki>}} | </nowiki>}} |
Revision as of 22:25, 10 August 2025


This is the Hammer FGD from Garry's Mod (garrysmod.fgd), as of March 2025 update (and July 2025 update). It is located in
...\common\GarrysMod\bin
folder.
Previous versions
- July 7, 2019 (page revision September 11, 2024)
- July 8, 2018