Ricochet.fgd
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- This is a FGD (Forge Game Data) file used to define all of the entities of a game for a map editor (such as Hammer).
To add a FGD file to the map editor, copy the following text into a text editor such as Windows Notepad,Notepad++ or
Visual Studio Code, and save it with "save as type" being "all files" and .fgd appended to the file name. Then open your map editor and add the FGD to your game configuration (Example for HL:S).

// Ricochet FGD file // By SiPlus // April 4, 2012 revision // For Hammer 3.5 // http://developer.valvesoftware.com/wiki/Ricochet_Level_Creation // Requires Half-Life FGD @SolidClass = worldspawn : "World entity" [ message(string) : "Map Description / Title" skyname(string) : "environment map (cl_skyname)" : "disc" sounds(integer) : "CD track to play" : 1 light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" MaxRange(string) : "Max viewable distance" : "4096" chaptertitle(string) : "Chapter Title Message" startdark(choices) : "Level Fade In" : 0 = [ 0 : "No" 1 : "Yes" ] gametitle(choices) : "Display game title" : 0 = [ 0 : "No" 1 : "Yes" ] newunit(choices) : "New Level Unit" : 0 = [ 0 : "No, keep current" 1 : "Yes, clear previous levels" ] mapteams(string) : "Map Team List" defaultteam(choices) : "Default Team" : 0 = [ 0 : "Fewest Players" 1 : "First Team" ] no_arena(choices) : "Game mode" : 1 = [ 0 : "Arena" 1 : "Deathmatch" ] ] @PointClass base(PlayerClass) = info_player_start [] @PointClass base(PlayerClass) studio("models/ricochet/male.mdl") = info_player_deathmatch [ target(target_destination) : "Target" master(string) : "Master" ] @PointClass base(Angles) = info_ricochet [] @PointClass base(PlayerClass) studio("models/ricochet/head.mdl") = info_player_spectator [ target(target_destination) : "Target" master(string) : "Master" ] @PointClass size(-16 16 0,16 16 16) base(PlayerClass, Targetname) studio("models/ricochet/head.mdl") = info_teleport_destination [] @PointClass size(-16 16 0,16 16 32) base(Weapon, Targetx) studio("models/ricochet/pow_visual.mdl") = item_powerup [] @SolidClass = trigger_discreturn [] @SolidClass = trigger_fall [] @SolidClass base(Target) = trigger_jump [ height(integer) : "Height" : 128 ]