Vampire-broken.fgd
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From: \common\Vampire The Masquerade - Bloodlines\Patch_Extras\Developer Tools\Bloodlines SDK\SDKBinaries\vampire-broken.fgd
//====== Copyright © 2003-2017, Troika Games, Inc. All rights reserved. ======= // // Purpose: Vampire Bloodlines game definition file (.fgd) // Version: 1.2 beta // Edition: Original VtMB [Broken/NotWorking Entities] // Written: Psycho-A // //============================================================================= //------------------------------------------------------------------------------------------------------------------- // NOTE: These are entities found in game code but have broken functionality or disabled. //------------------------------------------------------------------------------------------------------------------- //******************************************************************************************************************* //******************************************************************************************************************* // // Environmental Effects // //******************************************************************************************************************* //******************************************************************************************************************* //==================================================================================================================== // env_dustpuff [common] //==================================================================================================================== @PointClass base(TargetnameRot,Parentname) line ( 255 255 255, targetname, parentname ) size( -8 -8 -8, 8 8 8 ) = env_dustpuff : "An entity that can emit dust puffs. \nDoesn't work in VtMB." [ scale(float) : "Scale" : 8 : "Size of the dust puff." speed(float) : "Speed" : 16 : "Speed at which the dust particles should move." color(color255) : "Dust color" : "128 128 128" // Inputs input SpawnDust(void) : "Spawn a dust puff." ] //==================================================================================================================== // env_fire [common] //==================================================================================================================== @PointClass base(Targetname,Parentname,EnableDisable) line ( 255 255 255, targetname, parentname ) iconsprite("editor/env_fire") color(0 180 0) = env_fire : "An entity that handles a single flame at its origin. "+ "The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread. "+ "\nThis entity have been removed from VtMB. Use env_particle instead." [ health(integer) : "Duration" : 30 : "Amount of time the fire will burn." firesize(integer) : "Size" : 64 : "Height (in world units) of the flame." fireattack(integer) : "Attack" : 4 : "Amount of time the fire takes to grow to full strength." firetype(choices) : "Type" : 0 = [ 0 : "Natural" 1 : "Plasma" ] spawnflags(flags) = [ 1: "Infinite Duration" : 0 2: "Smokeless" : 0 4: "Start On" : 0 8: "Start Full" : 0 16: "Don't drop" : 0 32: "No glow" : 0 128: "Delete when out" : 0 256: "Start disabled" : 0 ] ignitionpoint(float) : "Ignition Point" : 32 damagescale(float) : "Damage Scale" : "1.0" // Inputs input Enable(void) : "Enables input and ignition" input Disable(void) : "Disables input and ignition" input StartFire(void) : "Start the fire" input Extinguish(float) : "Puts out the fire premanently in the number of seconds specified" input ExtinguishTemporary(float): "Puts out the fire temporarily in the number of seconds specified" // Outputs output OnIgnited(void) : "Fires when the fire is first ignited" output OnExtinguished(void) : "Fires when the fire is fully extinguished" ] //==================================================================================================================== // env_firesource [common] //==================================================================================================================== @PointClass base(Targetname,Parentname) line ( 255 255 255, targetname, parentname ) iconsprite("editor/env_firesource") color(255 255 0) sphere(fireradius) = env_firesource : "An entity that provides heat to all nearby env_fire entities. Cannot be extinguished. \nDoesn't work in VtMB." [ spawnflags(flags) = [ 1: "Start On" : 0 ] fireradius(float) : "Radius" : 128 : "The radius around this entity in which to provide heat." firedamage(float) : "Intensity / Damage" : 10 : "Amount of heat 'damage' to apply to env_fire entities within the radius." // Inputs input Enable(void) : "Enable fire source." input Disable(void) : "Disable fire source." ] //==================================================================================================================== // env_global [common] //==================================================================================================================== @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_global : "An entity to control a game-specific global states. \nDoesn't seems to be working in VtMB." [ globalstate(choices) : "Global State to Set" = [ "gordon_precriminal" : "Gordon pre-criminal" "antlion_allied" : "Antlions are player allies" "player_stealth" : "Player in APC is disguised as combine" ] initialstate(choices) : "Initial State" : 0 = [ 0 : "Off" 1 : "On" 2 : "Dead" ] spawnflags(flags) = [ 1 : "Set Initial State" : 0 ] // Inputs input TurnOn(void) : "Set state of global to ON" input TurnOff(void) : "Set state of global to OFF" input Toggle(void) : "Toggles state of global between ON and OFF" input Remove(void) : "Set state of global to DEAD" ] //==================================================================================================================== // env_message [common] //==================================================================================================================== @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_message : "An entity that draws a text message on player's HUDs. \nDoesn't seems to be working in VtMB." [ message(string) : "Message Text" spawnflags(flags) = [ 1: "Play Once" : 0 2: "All Clients" : 0 ] messagesound(sound) : "Sound Effect" : "" : "When the message is shown, this sound effect will be played, originating from this entity." messagevolume(string) : "Volume 0-10" : "10" : "Volume of the sound effect." messageattenuation(Choices) : "Sound Radius" : 0 = [ 0 : "Small Radius" 1 : "Medium Radius" 2 : "Large Radius" 3 : "Play Everywhere" ] // Inputs input ShowMessage(void) : "Shows the message and plays the sound." // Outputs output OnShowMessage(void) : "Fired when the message is activated." ] //==================================================================================================================== // env_sun [common] //==================================================================================================================== // not changed. @PointClass base(TargetnameRot) color(255 0 0) = env_sun : "An entity to control & draw a sun effect in the sky. \nDoesn't seems to be working in VtMB." [ target(target_destination) : "Viewer entity" : : "Name of an entity used to determine where the sun is in the skybox. The sun should be lined up on a line from this entity to the env_sun entity." rendercolor(color255) : "Sun Color (R G B)" : "100 80 80" NumLayers(integer) : "Number of layers" : 3 HorzSize(integer) : "Horizontal size of sun" : 120 VertSize(integer) : "Vertical size of sun" : 100 input TurnOn(void) : "Enable sun rendering" input TurnOff(void) : "Disable sun rendering" input SetColor(color255) : "Change the sun's color" ] //==================================================================================================================== // env_wind [common] //==================================================================================================================== @PointClass base(TargetnameRot) iconsprite("editor/env_wind.vmt") = env_wind : "An entity to control wind in the map. \nDoesn't seems to be working in VtMB." [ gustsound(sound) : "Gust Sound Filename" : "" : "Sound to be played to simulate the gusting wind." minwind(integer) : "Min normal speed" : 20 : "Minimum speed of the wind while idling." maxwind(integer) : "Max normal speed" : 50 : "Maximum speed of the wind while idling." mingust(integer) : "Min gust speed" : 100 : "Minimum speed of wind gusts." maxgust(integer) : "Max gust speed" : 250 : "Maximum speed of wind gusts." mingustdelay(integer) : "Min gust delay" : 10 : "Minimum time delay between random gusts." maxgustdelay(integer) : "Max gust delay" : 20 : "Maximum time delay between random gusts." gustdirchange(integer) : "Max gust dir change (degrees)" : 20 : "Maximum amount that the wind's direction changes due to a gust." ] //==================================================================================================================== // gibshooter [common] //==================================================================================================================== @PointClass base(GibShooterBase) iconsprite("editor/gibshooter.vmt") = gibshooter : "An entity that shoots out gibs. Style of body part depends on language type. \nDoesn't seems to be working in VtMB." [ ] //******************************************************************************************************************* //******************************************************************************************************************* // // Function Brushes // //******************************************************************************************************************* //******************************************************************************************************************* //==================================================================================================================== // func_dustcloud [common] //==================================================================================================================== @SolidClass base(BModelParticleSpawner) = func_dustcloud : "A brush entity that spawns a translucent dust cloud within its volume. \nDoesn't work in VtMB. Use func_particle instead." [ Alpha(integer) : "Alpha" : 30 SizeMin(string) : "Minimum Particle Size" : 100 SizeMax(string) : "Maximum Particle Size" : 200 ] //******************************************************************************************************************* //******************************************************************************************************************* // // Triggers // //******************************************************************************************************************* //******************************************************************************************************************* //=================================================================================================================== // trigger_wind [common] //=================================================================================================================== @SolidClass base(ExtTrigger) = trigger_wind : "A trigger volume that pushes physics objects that touch it." [ Speed(integer) : "Speed" : 200 : "The baseline for how hard the wind blows." SpeedNoise(integer) : "Speed Noise" : 0 : "Noise added to wind speed +/-" DirectionNoise(integer) : "Direction Noise" : 10 : "Noise added to wind direction." HoldTime(integer) : "Hold Time" : 0 : "Baseline for how long to wait before changing wind." HoldNoise(integer) : "Hold Noise" : 0 : "Noise added to how long to wait before changing wind." // Inputs input SetSpeed(integer) : "Set the baseline for how hard the wind blows." ] //******************************************************************************************************************* //******************************************************************************************************************* // // Misc Point Entities // //******************************************************************************************************************* //******************************************************************************************************************* //==================================================================================================================== // info_null [common] //==================================================================================================================== @PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = info_null : "An entity that's immediately removed on spawning. \nDoesn't any affect in VtMB." [ ] //=================================================================================================================== // vgui_screen [common] //=================================================================================================================== // VTMB-adaptation: // removed: Angles (included) @BaseClass base(TargetnameRot,Parentname) = vgui_screen_base [ panelname(string) : "Panel Name" overlaymaterial(material) : "Overlay Material" : "" : "Name of a material to overlay over the top of the VGUI screen. NOTE: This material must write Z for the VGUI screen to work." width(integer) : "Panel Width in World" : 32 : "Width of the panel in units." height(integer) : "Panel Height in World" : 32 : "Height of the panel in units." // Inputs input SetActive(void) : "Make the vgui screen visible." input SetInactive(void) : "Make the vgui screen invisible." ] @PointClass base(vgui_screen_base) line ( 255 255 255, targetname, parentname ) size(-4 -4 -4, 4 4 4) = vgui_screen : "A VGUI screen. Useful for in-world monitors. \nEntity is broken in VtMB game." [ ] //******************************************************************************************************************* //******************************************************************************************************************* // // End of FGD // //******************************************************************************************************************* //*******************************************************************************************************************