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Adrenaline Gamer 2.fgd

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From: Adrenaline Gamer 2 Adrenaline Gamer 2

ag2.fgd
Forge Game Data
//-------------------------------------------------------------------------------------------------- // // Game data for Adrenaline Gamer 2 // // $Rev: 10 $ // //-------------------------------------------------------------------------------------------------- // include hl2mp fgd first, this will also include halflife2.fgd // !! this is done so that the ag2 fgd content is always used last and overrides any content in the base fgd @include "hl2mp.fgd" //-------------------------------------------------------------------------------------------------- // // Gameplay Entities // //-------------------------------------------------------------------------------------------------- // ctf_combine_flag - blue flag for ctf modes @PointClass base(prop_physics) studioprop("models/items/w_flag_blue.mdl") sphere(fademindist) sphere(fademaxdist) = ctf_combine_flag : "Flag of team Combine" [ ] // ctf_combine_base - blue flag base for ctf / football modes @PointClass base(prop_physics) studioprop("models/items/w_pgbluesocle.mdl") sphere(fademindist) sphere(fademaxdist) = ctf_combine_base : "Base where the combine's flag must be put" [ ] // ctf_rebel_flag - red flag for ctf modes @PointClass base(prop_physics) studioprop("models/items/w_flag_red.mdl") sphere(fademindist) sphere(fademaxdist) = ctf_rebel_flag : "Flag of team Rebels" [ ] // ctf_rebel_base - red flag base for ctf / football modes @PointClass base(prop_physics) studioprop("models/items/w_pgredsocle.mdl") sphere(fademindist) sphere(fademaxdist) = ctf_rebel_base : "Base where the rebel's flag must be put" [ ] // ctf_one_flag - orange flag for domination mode @PointClass base(prop_physics) studioprop("models/items/w_pgneutralflag.mdl") sphere(fademindist) sphere(fademaxdist) = ctf_one_flag : "Flag used in mod Domination" [ ] // ctf_one_base - orange flag base for domination mode @PointClass base(prop_physics) studioprop("models/items/w_pgneutralsocle.mdl") sphere(fademindist) sphere(fademaxdist) = ctf_one_base : "Base where the Domination's flag must be put" [ ] // pg_prop_ball - football for forball mode @PointClass base(prop_physics) studioprop("models/items/w_pgfootball.mdl") sphere(fademindist) sphere(fademaxdist) = pg_prop_ball : "Ball used in mod Football" [ ] // pg_prop_warball - warball for warball mode @PointClass base(prop_physics) studioprop("models/pg_warball.mdl") sphere(fademindist) sphere(fademaxdist) = pg_prop_warball : "Ball used in mod Warball" [ ] //-------------------------------------------------------------------------------------------------- // // Weapons and Items // //-------------------------------------------------------------------------------------------------- // w_slam - slam weapon // !! added here to fix hl2mp.fgd model errors, must have slam model resources extracted to ag2 folder @PointClass base(Weapon) studio("models/weapons/w_slam.mdl") = weapon_slam : "S.L.A.M. - Selectable Lightweight Attack Munition" [] // weapon_egon - egon (gluon) weapon @PointClass base(Weapon) studio("models/weapons/w_egon.mdl") = weapon_egon : "Egon" [] // weapon_gauss - gauss (tau) weapon @PointClass base(Weapon) studio("models/weapons/w_gauss.mdl") = weapon_gauss : "Tau Cannon" [] // item_longjump - longjump item @PointClass base(Item) studio("models/w_longjump.mdl") = item_longjump : "Long Jump Pack" [] // item_ammo_gaussenergy - gauss and egon ammo item @PointClass base(Item) studio("models/items/w_gaussammo.mdl") = item_ammo_gaussenergy : "Gauss / Egon Energy Pack" [] // item_ammo_ar2 & item_ammo_ar2_large - ar2 ammo item // !! added here to fix halflife2.fgd and hl2mp.fgd model errors @PointClass base(Item) studio("models/items/combine_rifle_cartridge01.mdl")= item_ammo_ar2 : "Box of AR2 ammo" [] @PointClass base(Item) studio("models/items/combine_rifle_cartridge01.mdl")= item_ammo_ar2_large : "Large Box of AR2 ammo" [] //-------------------------------------------------------------------------------------------------- // // Solid Classes // //-------------------------------------------------------------------------------------------------- // func_ladder - ag2 "sticky" ladder volume @SolidClass = func_ladder : "Ladder. Players will be able to walk freely along this brush, as if it was a ladder. If you are using a model prop " + "for the visual representation of the ladder in the map, apply the toolsinvisibleladder material to the " + "func_ladder brush." [ ] // trigger_push - push trigger volume // !! added here to override base.fgd default spawnflags (add flag 1 by default) @SolidClass base(Trigger) = trigger_push : "A trigger volume that pushes entities that touch it. trigger_pushinstant is usually a better choice" [ pushdir(angle) : "Push Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touched entities." spawnflags(flags) = [ 1: "Clients" : 1 2: "NPCs" : 0 4: "Pushables": 0 8: "Physics Objects" : 0 16: "Only player ally NPCs" : 0 32: "Only clients in vehicles" : 0 64: "Everything (not including physics debris)" : 0 128: "Once Only" : 0 256: "Affects Ladders (Half-Life 2)" : 0 512: "Only clients *not* in vehicles" : 0 1024: "Physics debris" : 0 2048: "Only NPCs in vehicles (respects player ally flag)" : 0 ] speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second." alternateticksfix(float) : "Scale force for alternate ticks" : "0" : "If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with sv_alternateticks 1." ] // trigger_pushinstant - instant push trigger volume @SolidClass base(Trigger) = trigger_pushinstant : "A trigger volume that instantly pushes entities that touch it." [ pushdir(angle) : "Push Direction (Pitch Yaw Roll)" : "0 0 0" : "Angles indicating the direction to push touched entities." spawnflags(flags) = [ 1: "Clients" : 1 2: "NPCs" : 0 4: "Pushables": 0 8: "Physics Objects" : 0 16: "Only player ally NPCs" : 0 32: "Only clients in vehicles" : 0 64: "Everything (not including physics debris)" : 0 128: "Once Only" : 0 256: "Affects Ladders (Half-Life 2)" : 0 512: "Only clients *not* in vehicles" : 0 1024: "Physics debris" : 0 2048: "Only NPCs in vehicles (respects player ally flag)" : 0 ] speed(integer) : "Speed of Push" : 40 : "The speed at which to push entities away, in inches / second." alternateticksfix(float) : "Scale force for alternate ticks" : "0" : "If nonzero, scale the force by this amount when running with alternate ticks. This fixes problems with an overly large force due to the longer frametime on when running with sv_alternateticks 1." ]