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
//
//*******************************************************************************************************************
//*******************************************************************************************************************