Garrys Mod.fgd: Difference between revisions
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[[Category:FGD]] | [[Category:FGD]] | ||
[[Category:Garry's Mod]] |
Revision as of 08:45, 12 July 2019
From: \common\Garry's Mod\bin\garrysmod.fgd
@include "base.fgd" @include "halflife2.fgd" @SolidClass = func_ladder : "Ladder. Players will be able to move freely along this brush, as if it was a ladder." + "Apply the toolsinvisibleladder material to a func_ladder brush." [ ] @SolidClass base(Targetname, Parentname) = func_detail_blocker : "A brush entity that prevents detail sprites from being placed inside its volume." [ ] @PointClass base(Targetname) iconsprite("editor/lua_run.vmt") = lua_run : "Runs Lua Code" [ Code(string) : "Code" : "" : "Lua code to run when triggered" spawnflags(flags) = [ 1 : "Run code on spawn": 0 ] input RunCode(void) : "Run Code that was defined in the entity" input RunPassedCode(string) : "Run code that was passed as a variable" ] @PointClass base(Targetname, Parentname, Angles) studioprop( "models/editor/spot.mdl" ) frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture : "Projected texture entity." [ spawnflags(flags) = [ 1 : "Enabled" : 1 ] target(target_destination) : "target" : : "target" lightfov(float) : "FOV" : "90.0" : "FOV" nearz(float) : "NearZ" : "4.0" : "Near Z for projected texture" farz(float) : "FarZ" : "750.0" : "Far Z for projected texture" enableshadows(Choices) : "Enable Shadows" : 1 : "Enables/disables shadows from this projected texture." = [ 0 : "No" 1 : "Yes" ] lightonlytarget(Choices) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity." = [ 0 : "No" 1 : "Yes" ] lightworld(Choices) : "Light World" : 1 : "Control whether flashlight effects static world geometry." = [ 0 : "No" 1 : "Yes" ] lightcolor(color255) : "Light Color" : "255 255 255" : "Light Color RGB-Intensity" lightstrength(float) : "Light Strength" : "1.0" : "How bright the light appears" cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera." texturename(string) : "Texture Name" : "effects/flashlight001" : "The name of the texture to use" textureframe(integer) : "Texture Frame" : 0 : "The frame of the texture" // Inputs input TurnOn(void) : "Turn on the texture" input TurnOff(void) : "Turn off the texture" input SetFOV(float) : "Set FOV" input SpotlightTexture(string) : "Set Spotlight Texture" input Ambient(float) : "Set Spotlight Ambient" ] @PointClass base(Targetname) iconsprite("editor/env_skypaint.vmt") = env_skypaint : "Control the sky colours" [ 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" sunposmethod(choices) : "Sun Position Method" : 0 : "How should we determine the position of the sun?" = [ 0 : "Custom - Use the Sun Normal to position the sun" 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)" duskscale(float) : "Dusk Scale" : "1.0" : "The size of the dusk effect (colouring of the horizon)" duskintensity(float) : "Dusk Intensity" : "1.0" : "How powerful the dusk effect is" duskcolor(color1) : "Dusk Color" : "1.0 0.2 0.0" : "The color of the dusk effect" drawstars(choices) : "Draw Stars" : 0 : "" = [ 0 : "No - Don't draw stars" 1 : "Yes - Draw the stars please" ] startexture(string) : "Star Texture" : "skybox/starfield" : "The star texture" 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" starspeed(float) : "Star Speed" : "0.01" : "How fast the star texture should scroll across the sky" hdrscale(float) : "HDR Scale" : "0.66" : "When rendering your skybox in HDR mode, output will be scaled by this amount." ] @PointClass base(Targetname, Parentname, RenderFields, Angles, DXLevelChoice) studio("models/editor/cone_helper.mdl") = beam_spotlight : "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." [ spawnflags(Flags) = [ 1 : "Start On" : 1 2 : "No Dynamic Light" : 0 4 : "Start rotation on" : 0 8 : "Reverse Direction" : 0 16 : "X Axis" : 0 32 : "Y Axis" : 0 ] maxspeed(integer) : "Max Rotation Speed" : 100 : "The maximum rotation speed of the spotlight, in degrees per second." spotlightlength(integer) : "Spotlight Length" : 500 : "Length of the spotlight beam." spotlightwidth(integer) : "Spotlight Width" : 50 : "Width of the spotlight beam." rendercolor(color255) : "Color (R G B)" : "255 255 255" HDRColorScale(float) : "HDR color scale." : "0.7" : "float value to multiply sprite color by when running in HDR mode." // Inputs input LightOn(void) : "Turn the spotlight on." input LightOff(void) : "Turn the spotlight off" input Start(void) : "Start the rotator rotating." input Stop(void) : "Stop the rotator from rotating." input Reverse(void) : "Reverse the direction of rotation of the rotator." // outputs output OnLightOn(void) : "Fires when light turns on." output OnLightOff(void) : "Fires when light turns off." ]