Talk:FGD

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Anyone feel like making a nice FGD editor? :) - Chris Bokitch 16:58, 7 Jul 2005 (PDT)

Gulp. . .um, I could do that, 32bit MS OSes.
Almost afraid to ask but how did you invision that working? i.e. Informational support from Valve, updates, testing, validation, etc. [1] --wisemx 06:19, 8 Jul 2005 (PDT)
Well, I guess I was just thinking of a visual environment for creating and managing the FGD. Thinking of each "block" (entity, comment, baseclass, etc) as an object that can be inserted and moved around. Managing references (base references), inserting/removing the helper attributes (color, etc). Chris Bokitch 11:26, 11 Jul 2005 (PDT)
Why not... ;) In about a week I´ve finished my exams, so I have time for this --King2500 15:11, 11 Jul 2005 (PDT)

That would be nice to have around. - Shens 15:15, 11 Jul 2005 (PDT)

do npcclass & pointentityclass actually work?—Ts2do 22:58, 23 Sep 2005 (PDT)

Connecting spawnflags in the .FGD with code in the .DLL

Does anyone know how the values of each spawnflag (like 65536, 131072, and so on) are chosen? I realize their binary representations set a single bit to one, but other than that how are the values in the fgd correlated to the values in the .dll?

each flag is 1, 2, 4, 8, 16, 32, 64, 128...this is how they're defined in the dll—ts2do (Talk | @) 23:35, 24 Nov 2005 (PST)

Additional Variable Types

I'm currently writing a mod with many entities that reference external script files. It would be a godsend if a new variable type was allowed in FGD files, so that you could browse for ANY file type - much the same as the current implementation of the "scene" variable type, only for generic files. An alternative would be to allow browsing for any .txt files, though as many people may use script files with their own file extensions that might not be quite as useful.

As it stands, I need to type in every file path manually, which is quite a chore when dealing with hundreds of entities! It would also be really handy if hammer then had an "open" button underneath properties of this variable type, so you could launch the default program to open the file you had browsed for. I'm just using .txt files as my scripts, so it would be a really useful feature to be able to open them with notepad from hammer, rather than fiddling around in folders trying to hunt them down.--ReNo 22:15, 4 Apr 2006 (PDT)

What are you trying to accomplish with scripts and have you considered alternatives?—ts2do 22:18, 4 Apr 2006 (PDT)
I'm creating an AI system for background characters - think of it as a more elaborate take on the actbusy system. The scripts DO contain data that could easily be used as entity properties instead (eg. min_time, ideal_population, etc...), but they also contain others that are not so suited. For example, each activity point (a point entity at which NPCs can do a set of activities) links up to a script that defines all of the activities available at that location, and each of the listed activities can have a variable number of "tags" (which are a generic strings used to encourage order to the selection of behaviours). Keeping everything in scripts rather than splitting the data between scripts and entity properties means that things are easily reusable and maintainable. --ReNo 08:19, 5 Apr 2006 (PDT)