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| From: <code>\common\Garry's Mod\bin\garrysmod.fgd</code> | | From: <code>\common\Garry's Mod\bin\garrysmod.fgd</code> |
| <pre> | | {{codeblock|src=garrysmod.fgd|lang=fgd|<nowiki>@include "base.fgd" |
| @include "base.fgd" | |
| @include "halflife2.fgd" | | @include "halflife2.fgd" |
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| output OnLightOff(void) : "Fires when light turns off." | | output OnLightOff(void) : "Fires when light turns off." |
| ] | | ] |
| </pre> | | </nowiki>}} |
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| [[Category:FGD]] | | [[Category:FGD]] |
| | [[Category:Source 1 FGDs]] |
| [[Category:Garry's Mod]] | | [[Category:Garry's Mod]] |
Revision as of 12:04, 19 June 2024
From: \common\Garry's Mod\bin\garrysmod.fgd
garrysmod.fgd
Forge Game Data
@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."
]