bms.fgd (2012)

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For the FGD from latest version of Black Mesa, see bms.fgd.

From 🖿\sourcemods\blackmesa\bms.fgd. This FGD is from the original (mod) release of Black Mesa from 2012.

FGD

This is a text file used internally by a Valve Software technology, such as GoldSrc GoldSrc, Source Source and Source 2 Source 2 engine.
To open this file, copy the following text into a text editor such as Notepad++ Notepad++, and save it with "save as type" being "all files" and .FGD appended to the file name. Then open the file in the appropriate tool.
bms.fgd
Forge Game Data
@include "base.fgd" @include "halflife2.fgd" @BaseClass base(Targetname, Parentname, RenderFields, Global, PlatSounds, Origin) = Trackchange [ height(integer) : "Travel Altitude" : 0 : "The vertical height above the track that the train moves. Negative values moves the train below." spawnflags(flags) = [ 1: "Auto Activate train" : 0 2: "Relink track" : 0 8: "Start at Bottom" : 0 16: "Rotate Only" : 0 64: "X Axis" : 0 128: "Y Axis" : 0 ] rotation(integer) : "Spin amount" : 0 : "The amount this platform should rotate as it moves, in degrees." train(target_destination) : "Train to Switch" // NEEDHELP toptrack(target_destination) : "Top Track" // NEEDHELP bottomtrack(target_destination) : "Bottom Track" // NEEDHELP speed(integer) : "Move/Rotate Speed" : 0 // NEEDHELP ] @PointClass base(EnvGlobal) size(-8 -8 -8, 8 8 8) = env_global : "An entity to control a game-specific global states." [ globalstate(choices) : "Global State to Set" = [ "predisaster" : "predisaster" "friendly_encounter" : "Friendly encounter sequence (lower weapons, etc.)" "gordon_invulnerable" : "Gordon is invulnerable" ] ] @BaseClass base(Targetname, Angles, BaseFadeProp) = BaseCharger [ input Enable(void) : "Enable" input Disable(void) : "Disable" output OnEmpty(void) : "Empty" output OnFull(void) : "Recharged to full." output OnHalfEmpty(void) : "Half-Empty" output OnUse(void) : "Fired when the player +USEs the charger." ] @PointClass base(BaseCharger) studio( "models/props_blackmesa/health_charger.mdl" ) = item_healthcharger : "Health Charger" [ charge(float) : "Charge" : 50 : "How full the charger should be (0 - 100)" skintype(choices) : "Force Skin" : "0" = [ "0" : "None" "1" : "Clean" "2" : "Dirty" ] ] @PointClass base(BaseCharger) studio( "models/props_blackmesa/hev_charger.mdl" ) = item_suitcharger : "HEV Charger" [ charge(float) : "Charge" : 75 : "How full the charger should be (0 - 100)" skintype(choices) : "Force Skin" : "0" = [ "0" : "None" "1" : "Clean" "2" : "Dirty" ] ] @BaseClass base(Targetname, Angles, Shadow, BaseFadeProp) = BasePickup [ output OnPlayerPickup(void) : "Fires when the player picks up this object." output OnPlayerDenied(void) : "Fires when the player attempts to pick up this object but is denied." spawnflags(flags) = [ 1 : "Start Asleep" : 0 2 : "Motion Disabled" : 0 ] ] @PointClass base(BasePickup) studio("models/weapons/w_357.mdl") = item_weapon_357 : "357 Revolver" [] @PointClass base(BasePickup) studio("models/weapons/w_crowbar.mdl") = item_weapon_crowbar : "Crowbar" [] @PointClass base(BasePickup) studio("models/weapons/w_crossbow.mdl") = item_weapon_crossbow : "Crossbow" [] @PointClass base(BasePickup) studio("models/weapons/w_grenade.mdl") = item_weapon_frag : "Frag Grenade" [] @PointClass base(BasePickup) studio("models/weapons/w_glock.mdl") = item_weapon_glock : "Glock-18 Handgun" [] @PointClass base(BasePickup) studio("models/weapons/w_egon_pickup.mdl") = item_weapon_gluon : "Gluon Gun" [] @PointClass base(BasePickup) studio("models/weapons/w_hgun.mdl") = item_weapon_hivehand : "Hivearm" [] @PointClass base(BasePickup) studio("models/weapons/w_mp5.mdl") = item_weapon_mp5 : "MP5 Submachinegun" [] @PointClass base(BasePickup) studio("models/weapons/w_shotgun.mdl") = item_weapon_shotgun : "SPAS-12 Shotgun" [] @PointClass base(BasePickup) studio("models/weapons/w_rpg.mdl") = item_weapon_rpg : "RPG" [] @PointClass base(BasePickup) studio("models/weapons/w_satchel.mdl") = item_weapon_satchel : "Satchel Charge" [] @PointClass base(BasePickup) studio("models/xenians/snarknest.mdl") = item_weapon_snark : "Snarks" [] @PointClass base(BasePickup) studio("models/weapons/w_gauss.mdl") = item_weapon_tau : "Tau Cannon" [] @PointClass base(BasePickup) studio("models/weapons/w_tripmine.mdl") = item_weapon_tripmine : "Tripmine" [] @PointClass base(BasePickup) studio("models/weapons/w_357ammobox.mdl") = item_ammo_357 : "357 Rounds" [] @PointClass base(BasePickup) studio("models/weapons/w_crossbow_clip.mdl") = item_ammo_crossbow : "Crossbow Bolts" [] @PointClass base(BasePickup) studio("models/weapons/w_9mmclip.mdl") = item_ammo_glock : "Glock Clip" [] @PointClass base(BasePickup) studio("models/weapons/w_gaussammo.mdl") = item_ammo_energy : "Uranium" [] @PointClass base(BasePickup) studio("models/weapons/w_9mmARclip.mdl") = item_ammo_mp5 : "MP5 Clip" [] @PointClass base(BasePickup) studio("models/weapons/w_shotbox.mdl") = item_ammo_shotgun : "Shotgun Shells" [] @PointClass base(BasePickup) studio("models/weapons/w_argrenade.mdl") = item_grenade_mp5 : "MP5 Grenades" [] @PointClass base(BasePickup) studio("models/weapons/w_rpgammo.mdl") = item_grenade_rpg : "RPG Round" [] @PointClass base(Targetname, Angles, BaseFadeProp) studio("models/items/ammocrate_rockets.mdl") = item_ammo_crate : "Ammo Crate" [ model(studio) : "Model" : "models/items/ammocrate_rockets.mdl" : "Model to use for the medkit" AmmoType(choices) : "Ammo Type" : "grenade_rpg" = [ "9mm" : "9mm Rounds" "357" : ".357 Rounds" "bolt" : "Bolts" "buckshot" : "Buckshot" "energy" : "Energy" "grenade_mp5" : "Mp5 Grenade" "grenade_rpg" : "RPG" "grenade_frag" : "Frag Grenades" "grenade_satchel" : "Satchels" "grenade_tripmine" : "Tripmines" ] AmmoCount(integer) : "Ammo Count" : 1 : "Ammo Count" // Inputs input Kill(void) : "Remove the ammo crate" output OnUsed(void) : "Fires when +used by the player." ] @PointClass base(BasePickup) studio("models/props_am/hev_suit.mdl") = item_suit : "HEV Suit" [ spawnflags(Flags) = [ 131072 : "Boot Sequence" : 0 ] ] @PointClass base(BasePickup) studio("models/weapons/w_battery.mdl") = item_battery : "HEV Battery" [] @PointClass base(BasePickup) studioprop() = item_healthkit : "Health Kit" [ model(studio) : "Model" : "models/weapons/w_medkit.mdl" : "Model to use for the medkit" ] @PointClass base(BasePickup) studio("models/weapons/w_longjump.mdl") = item_longjump : "Longjump Module" [] @BaseClass base(Targetname, Angles, Shadow) = BaseGrenade [ input Detonate(void) : "Fire to make the grenade explode." output OnDetonate(void) : "Grenade has just exploded." ] @PointClass base(BaseGrenade) studio("models/weapons/w_satchel.mdl") = grenade_satchel : "Satchel" [] @PointClass base(BaseGrenade) studio("models/weapons/w_tripmine.mdl") = grenade_tripmine : "Tripmine" [] @BaseClass base(BaseNPC) = BaseSentry [ input Retire(void) : "If deployed, retire." input Deploy(void) : "If retired, deploy." input Toggle(void) : "Toggle - If deployed, retire. If retired, deploy." input DisableShooting(void) : "Disable shooting." input EnableShooting(void) : "Enable shooting." output OnDeploy(void) : "Sentry is becoming deployed and dangerous." output OnRetire(void) : "Sentry is becoming retired and harmless." spawnflags(Flags) = [ 65536 : "Start retired" : 0 131072 : "Never close while deployed" : 0 262144 : "Don't shoot" : 0 ] ] @NPCClass base(BaseSentry) studio( "models/npcs/sentry_ceiling.mdl" ) = npc_sentry_ceiling : "Ceiling Sentry" [] @NPCClass base(BaseSentry) studio( "models/npcs/sentry_ground.mdl" ) = npc_sentry_ground : "Ground Sentry" [] @NPCClass base(BaseNPC) studio("models/vortigaunt_slave.mdl") = npc_alien_slave : "Vortigaunt" [] @NPCClass base(BaseNPC, Parentname) studio("models/headcrabclassic.mdl") = npc_headcrab : "Headcrab" [ startburrowed(choices) : "Start burrowed" : "No" = [ 0 : "No" 1 : "Yes" ] spawnflags(flags) = [ 65536 : "Start hidden" : 0 ] ] @NPCClass base(BaseNPC) studio("models/barnacle.mdl") = npc_barnacle : "Barnacle" [ spawnflags(Flags) = [ 65536 : "Cheap death" : 0 262144 : "Tongue will not penetate water" : 0 ] RestDist(float) : "Rest Distance" : 16 : "Distance above the ground that the tongue should lie when the barnacle is at rest" ] @NPCClass base(BaseNPC) studio("models/xenians/bullsquid.mdl") = npc_bullsquid : "Bullsquid" [] @NPCClass base(BaseNPC) studio("models/xenians/houndeye.mdl") = npc_houndeye : "Houndeye" [] @NPCClass base(BaseNPC) studio("models/humans/hassassin.mdl") = npc_human_assassin : "Human Assassin" [] @BaseClass base(BaseNPC, RappelNPC) = BaseMarine [ input Assault(string) : "Start an assault. Parameter passed in should be the name of the rally point." NumGrenades(choices) : "Number of Grenades" : "5" = [ "0" : "None" "1" : "1" "2" : "2" "3" : "3" "4" : "4" "5" : "5" "-1" : "Unlimited" ] additionalequipment(choices) : "Weapons" : "weapon_mp5" = [ "weapon_glock" : "weapon_glock" "weapon_mp5" : "weapon_mp5" "weapon_shotgun" : "weapon_shotgun" "0" : "Random" ] spawnflags(Flags) = [ 32768 : "No Weapon" : 0 262144 : "Disable Freeman Lines" : 0 524288 : "Disable Muzzle DLight" : 0 ] ] @NPCClass base(BaseMarine) studio("models/humans/marine.mdl") = npc_human_commander : "Human Commander" [] @NPCClass base(BaseMarine) studiO("models/humans/marine.mdl") = npc_human_grenadier : "Human Grenadier" [] @NPCClass base(BaseMarine) studio("models/humans/marine.mdl") = npc_human_grunt : "Human Grunt" [] @NPCClass base(BaseMarine) studiO("models/humans/marine.mdl") = npc_human_medic : "Human Medic" [] @NPCClass base(BaseNPC) studio("models/xenians/controller.mdl") = npc_alien_controller : "Controller" [] @NPCClass base(BaseNPC) studio("models/xenians/agrunt_unarmored.mdl") = npc_alien_grunt_unarmored : "Unarmored Alien Grunt" [] @NPCClass base(BaseNPC) studio("models/xenians/agrunt.mdl") = npc_alien_grunt : "Alien Grunt" [] @NPCClass base(BaseNPC) studio("models/xenians/babyheadcrab.mdl") = npc_babycrab : "Baby Headcrab" [] @NPCClass base(BaseNPC) studio("models/fauna/roach.mdl") = npc_cockroach : "Cockroach" [] @NPCClass base(Parentname, BaseNPC) size(-16 -16 -16, 16 16 16) color(255 150 0) = npc_enemyfinder : "EnemyFinder" [] @NPCClass base(BaseNPC) studio("models/xenians/flock.mdl") = npc_flyer_flock : "Flying Flock" [] @NPCClass base(BaseNPC) studio("models/xenians/garg.mdl") = npc_gargantua : "Gargantua" [ input chaseplayer(void) : "Chase the player." input chaseend(void) : "Like the player so did not call you....so like you should like stop following him...like ok....yep" input GargantuaExplode(void) : "Chase the player." output OnWishToDie(void) : "Empty" ] @NPCClass base(BaseNPC) studio("models/xenians/gonarch.mdl") = npc_gonarch : "Gonarch" [] @NPCClass base(BaseNPC) studio("models/gman.mdl") = npc_generic : "Generic Actor" [] @NPCClass base(BaseNPC) studio("models/gman.mdl") = npc_gman : "G-Man" [] @NPCClass base(BaseNPC) studio("models/xenians/gonarch.mdl") = npc_gonarch : "Gonarch" [] @NPCClass base(BaseNPC) studio("models/ichthyosaur.mdl") = npc_ichthyosaur : "Ichthyosaur" [] @NPCClass base(BaseNPC) studio("models/humans/maintenance/maintenance_1.mdl") = npc_maintenance : "Maintenance Guy" [] @NPCClass base(BaseNPC) studio("models/xenians/nihilanth.mdl") = npc_nihilanth : "Nihilanth" [] @BaseClass base(BaseNPC) = BMBaseHelicopter [ InitialSpeed(string) : "Initial Speed" : "0" : "Sets the helicopter's desired speed that it should try to reach as soon as it's spawned." target(target_destination) : "Target path_track" : : "(Optional) The name of a path_track entity that this NPC will fly to after spawning." // Inputs input MoveTopSpeed(void) : "The helicopter will immediately move at top speed toward its current goal, or in its current orientation if it's on top of its goal." input MoveSpecifiedSpeed(float): "The helicopter will immediately move at the specified speed (you provide this as parameter override in units per second) towards its current goal." input ChangePathCorner(target_destination) : "Tell the helicopter to move to a path corner on a new path." input Activate(void) : "Activate. Use to wake up a helicopter that spawned with the 'Await Input' spawnflag on." input SetTrack(target_destination) : "Set a track for the helicopter to adhere to. The helicopter will do nothing if he's on the same path, and will move to the closest point on the specified track if he's on a different path." input FlyToSpecificTrackViaPath(target_destination) : "The helicopter will first fly to the closest point on the path if he's on a different path. Then he'll fly along the path to the specified track point." input SelfDestruct(void) : "Self Destruct." input EnableRotorWash(void) : "Enable Rotor Wash." input DisableRotorWash(void) : "Disable Rotor Wash." input EnableRotorSound(void) : "Enable Rotor Wash Sound." input DisableRotorSound(void) : "Disable Rotor Wash Sound." input StartPatrol(void) : "Start patrolling back and forth along the current track." input StopPatrol(void) : "Stop patrolling back and forth along the track. This will cause the helicopter to come to rest at the track which he's currently flying toward." input ChooseFarthestPathPoint(void) : "When tracking an enemy, choose the point on the path furthest from the enemy, but still in firing range." input ChooseNearestPathPoint(void) : "When tracking an enemy, choose the point on the path nearest from the enemy." input StartBreakableMovement(void) : "The helicopter is now allowed to disobey direct commands to go to particular points if he senses an enemy. He will move to the closest point (or farthest point, if ChooseFarthestPathPoint is used), on the path if he senses an enemy." input StopBreakableMovement(void) : "The helicopter can not disobey direct commands. He will continue to fly along his patrol path or to his specified target even if he senses an enemy." //Outputs output OnKilled(void) : "" spawnflags(Flags) = [ 32768 : "Await Input" : 0 65536 : "Disable Noise" : 0 131072 : "No Rotor Wash" : 0 1048576 : "Disable Rotor Sounds on Startup" : 0 ] ] @NPCClass base(BMBaseHelicopter) studio("models/xenians/manta_jet.mdl") = npc_manta : "Manta" [ ] @NPCClass base(BMBaseHelicopter) studio("models/props_vehicles/apache.mdl") = npc_apache : "Apache" [ input SetRocketTarget(target_destination) : "" input EnableRockets(void) : "" input DisableRockets(void) : "" input EnableMiniGun(void) : "" input DisableMiniGun(void) : "" input EnableRocketBarrage(void) : "" input DisableRocketBarrage(void) : "" input ForceIncrementDamageEffectLevel(integer) : "" input OmniscientOn(void) : "" input OmniscientOff(void) : "" input BlindfireOn(void) : "" input BlindfireOff(void) : "" output OnWishToDie(void) : "Empty" output m_OnBossStage0(void) : "Empty" output m_OnBossStage1(void) : "Empty" output m_OnBossStage2(void) : "Empty" output m_OnBossStage3(void) : "Empty" spawnflags(Flags) = [ 262144 : "disable dmg roll" : 0 524288 : "disable transition dmg" : 0 1048576 : "Enable Boss Stage Outputs" : 0 ] ] @NPCClass base(BMBaseHelicopter) studio("models/props_vehicles/osprey.mdl") = npc_osprey : "Osprey" [ // Inputs input BeginRappellingGrunts(void) : "The Osprey should rappel grunts at the current path node" input RemoveGrunts(void) : "Removes all grunts on the map that belong to the osprey" input WaitHereTillReady(void) : "The Osprey will wait at this path node until it is ready to deploy new grunts" input RappelToTarget(string) : "Grunts rappeled from osprey will rappel down within range of the target" input RemoveGrunts(void) : "Removes all the grunts the osprey owns on the map" input KillRappelingGrunts(void) : "Kills the grunts which are currently rappeling down" //Outputs output OnReadyToMoveDeployZone(void) : "The Osprey has enough grunts to deploy therefor should move on to the next path node" output OnReadyToRetreat(void) : "The Osprey has finished deploying grunts therefor should move on to the next path node" NPCTemplate1(target_destination) : "Name of Template NPC 1" NPCTemplate2(target_destination) : "Name of Template NPC 2" NPCTemplate3(target_destination) : "Name of Template NPC 3" NPCTemplate4(target_destination) : "Name of Template NPC 4" NPCTemplate5(target_destination) : "Name of Template NPC 5" NPCTemplate6(target_destination) : "Name of Template NPC 6" NPCTemplate7(target_destination) : "Name of Template NPC 7" NPCTemplate8(target_destination) : "Name of Template NPC 8" ] @NPCClass base(BaseNPC) studio("models/fauna/rat.mdl") = npc_rat : "Rat" [] @BaseClass base(BaseNPC) = BaseColleague [ input OutsideTransition(void) : "Use this input to teleport the NPC to a hintnode with the Player Squad Transition Point hint type." input EnableAlwaysTransition(void) : "Enable the 'always transition' behavior" input DisableAlwaysTransition(void) : "Disable the 'always transition' behavior" input EnableSpeakWhileScripting(void) : "Allow this NPC to speak responses while in a scripted sequence or while StartScripting is active." input DisableSpeakWhileScripting(void) : "Cancels this NPC's ability to speak responses while in a scripted sequence or while StartScripting is active if it was previously enabled by EnableSpeakWhileScripting." expressiontype(choices) : "Expression Type" : "Random" = [ 0 : "Random" 1 : "Scared" 2 : "Normal" 3 : "Angry" ] CanSpeakWhileScripting(choices) : "Speak while scripting?" : "No" : "" = [ 0 : "No" 1 : "Yes" ] AlwaysTransition(choices) : "Always transition" : "No" : "If yes, this NPC will always teleport to a Player Squad Transition Point if they're not within the trigger_transition volume." = [ 0 : "No" 1 : "Yes" ] GameEndAlly(choices) : "Is this a vital ally?" : "No" : "If yes, this NPC will cause the game to end if killed." = [ 0 : "No" 1 : "Yes" ] input MakeGameEndAlly(void) : "Make this NPC a game end ally." input MakeRegularAlly(void) : "Make this NPC a regular ally." input ClearAllOutputs(void) : "Obliterate every output that this NPC has." input SetReadinessPanic(void) : "Set readiness to panic state (Special)" input SetReadinessLow(void) : "Set readiness to calmest state (Bored)" input SetReadinessMedium(void) : "Set readiness to moderate (Alert)" input SetReadinessHigh(void) : "Set readiness to highest. (Combat imminent)" input LockReadiness(float) : "Lock readiness at current setting for x seconds -1 = forever, 0 = unlock now" output OnPlayerUse(void) : "Fired when player instigates +USE." input EnableFollow( void ) : "" input DisableFollow( void ) : "" input CeaseFollowing( void ) : "" input ForceFollowUntilToldNotTo( void ) : "" input EnableGeneralIdles( void ) : "" input DisableGeneralIdles( void ) : "" spawnflags(Flags) = [ 65536 : "Do not follow player" : 0 131072 : "Do not greet the player" : 0 1048576 : "Do not use fallback idle and questions" : 0 ] ] @NPCClass base(Parentname, TalkNPC, BaseColleague) studio("models/humans/guard.mdl") = npc_human_security : "Security Guard" [ input EnableWeaponPickup(void) : "Enable Weapon Pickup" input DisableWeaponPickup(void) : "Disable Weapon Pickup" input GiveWeapon(string) : "Gives the NPC a weapon of the specified entity name." output OnWeaponPickup(void) : "Fires when this NPC picks a weapon off the ground or a gun rack." spawnflags(flags) = [ 32768: "Do not unholster weapon automatically" : 0 524288 : "Disable Muzzle DLight" : 0 ] additionalequipment(choices) : "Equipped Weapon" : "Default" = [ "0" : "Default" "weapon_glock" : "weapon_glock" "weapon_357" : "weapon_357" "weapon_shotgun" : "weapon_shotgun" ] ] @NPCClass base(Parentname, TalkNPC, BaseColleague) studio("models/humans/scientist_kliener.mdl") = npc_human_scientist_kleiner : "Kleiner" [ ] @NPCClass base(Parentname, TalkNPC, BaseColleague) studio("models/humans/scientist_eli.mdl") = npc_human_scientist_eli : "Eli" [ ] @NPCClass base(Parentname, TalkNPC, BaseColleague) studio("models/humans/scientist.mdl") = npc_human_scientist : "Scientist" [ ] @NPCClass base(Parentname, TalkNPC, BaseColleague) studio("models/humans/scientist_female.mdl") = npc_human_scientist_female : "Female Scientist" [ ] @NPCClass base(BaseNPC) studio("models/xenians/tentacle.mdl") = npc_tentacle : "Tentacle" [] @NPCClass base(BaseNPC) studio("models/w_squeak.mdl") = npc_snark : "Armed Snark" [] @NPCClass base(BaseNPC) studio("models/ichthyosaur.mdl") = npc_ichthyosaur : "Ichthyosaur"[] @NPCClass base(BaseNPC) studio("models/combine_soldier.mdl") = npc_sniper : "Sniper" [ radius(integer) : "Patience Radius" : 0 : "Sniper will hold fire until the target is within this radius. After that, sniper will always attack, even if the target retreats outside of this radius" misses(integer) : "Initial Misses" : 0 : "How many times to miss a target on purpose before beginning to fire accurately." beambrightness(integer) : "Beam Brightness (0 to 255)" : 100 : "How bright the laser sight beam should be. (0 - 255)" shootZombiesInChest(choices) : "Shoot zombies in chest" : 0 : "If true, aim for chest instead of headcrab. Useful when at great distance and height." = [ 0 : "No" 1 : "Yes" ] shielddistance(float) : "Bullet shield distance" : 64 : "Obsolete" shieldradius(float) : "Bullet shield radius" : 48 : "Obsolete" PaintInterval(float): "Paint interval" : 1 : "Sniper will keep a target painted for this many seconds before shooting. 'Faster Shooting' sniper flag multiplies this by 0.75." PaintIntervalVariance(float): "Paint interval variance" : "0.75" : "When shooting at NPCs, a random number between 0 and this is added to PaintInterval for every shot." // Inputs input EnableSniper(void) : "Enable Shooting" input DisableSniper(void) : "Disable Shooting" input SetDecoyRadius(integer) : "Set Decoy Radius" input SweepTarget(string) : "Sweep a Target" input SweepTargetHighestPriority(string) : "Drop everything and sweep this target!" input SweepGroupRandomly(string) : "Randomly Sweep a Group" input StopSweeping(void) : "Stop any target sweeping operation started by entity I/O" input ProtectTarget(target_destination) : "Protect the specified enemy. The sniper will attempt to shoot the enemy nearest the protect target at all times." input SetPaintInterval(float) : "Set PaintInterval field." input SetPaintIntervalVariance(float) : "Set PaintIntervalVariance field." output OnShotFired(void) : "Fires when sniper fires a shot" spawnflags(Flags) = [ 65536 : "Hidden" : 0 131072 : "Laser Viewcone" : 0 262144 : "No Corpse" : 0 524288 : "Start Disabled" : 0 1048576 : "Faster shooting (Episodic)" : 0 2097152 : "No sweep away from target (Episodic)" : 0 ] ] @PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = info_target_helicoptercrash : "Helicopter Crash Target" [ output OnCrashed(void) : "Triggered when helicopter has crashed" ] @PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = info_dlightmap_update : "" [ input enable(void) : "" input disable(void) : "" ] @PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = info_stopallsounds : "stop them spinnaz" [ input activate(void) : "Stops all sounds" ] @PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = material_timer : "Helicopter Crash Target" [ length(float) : "Length" : 30 : "Length" input start(float) : "Start" input stop(float) : "Stop" output OnStart(void) : "" output OnStop(void) : "" output OnFinish(void) : "" ] @PointClass = xen_portal [ output OnStartPortal(void) : "Portal FX is started" output OnFinishPortal(void) : "Portal FX is finished" size(choices) : "Portal Size" : "Default" = [ 80 : "Default" 20 : "Small HeadCrab" 40 : "HeadCrab" 80 : "Alien Slave" 90 : "Houndeye" 100 : "Alien Grunt" 110 : "Bullsquid" ] sound(sound) : "Sound Name" : "XenPortal.Sound" : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames." jump_distance(float) : "Leap Distance" : "0" jump_hmaxspeed(float) : "Leap Max Horizontal Speed" : "200" min_delay(float) : "Minimum spawn delay" : "0" max_delay(float) : "Maximum spawn delay" : "0" spawnflags(Flags) = [ // Only in npc__maker, npc_template_maker uses flag from template NPC 16 : "Fade Corpse" : 0 32 : "Infinite Children" : 0 128 : "Don't Spawn While Visible" : 0 256 : "Always use radius spawn" : 0 512 : "Don't preload template models" : 0 32768 : "No DLight" : 0 65536 : "Remove after portal fx has finished" : 0 131072 : "No sound" : 0 262144 : "Jump out (Houndeye Only)" : 0 524288 : "No Warp FX" : 0 ] ] @PointClass base( Targetname ) size(-4 -4 -4, 4 4 4) = env_introcredits : "" [ startactive(choices) : "Start Active" : "Off" = [ 0 : "Off" 1 : "On" ] input activate(void) : "Activate" ] @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_particle_beam : "" [ particlebeam(choices) : "Particle Beam Name" : "Lc Beam" = [ "lc_beam" : "Lc Beam" ] target(target_destination) : "Beam Target" : "" damage(float) : "Damage" : "1" damagetick(float) : "Damage Tick" : "0.1" burntrail(material) : "Burn Trail Material" : "effects/gluon_burn_trail.vmt" burntrail_life(float) : "Burn Trail Life" : "4" burntrail_size(float) : "Burn Trail Size" : "16" burntrail_text(float) : "Burn Trail Textile" : "0.01" burntrail_flags(choices) : "Burn Trail Flags" : "Shrink + Fade" = [ -1 : "Disabled" 0 : "None" 1 : "Shrink" 2 : "Fade" 3 : "Shrink + Fade" ] input TurnOn(void) : "TurnOn" input TurnOff(void) : "TurnOff" spawnflags(flags) = [ 1 : "Start On" : 0 ] ] @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_particle_tesla : "" [ particletesla(string) : "Particle Tesla Name" : "tesla_lc_core" : "" frequency(float) : "Spawn Frequency" : "0.1" mincount(integer) : "Min Spawn Count" : 2 maxcount(integer) : "Max Spawn Count" : 4 range(integer) : "Range" : 2048 life(float) : "System Life" : "-1" : "infinite = -1" min(vector) : "Mins" : "-1 -1 -1" max(vector) : "Maxs" : "1 1 1" decalname(string) : "Decal Name" : "ZapScorch" : "Decal to be applied at the end of the beam" input TurnOn(void) : "TurnOn" input TurnOff(void) : "TurnOff" output OnTurnOn(void) : "Turned On" output OnTurnOff(void) : "Turned Off" spawnflags(flags) = [ 1 : "Start On" : 0 2 : "Normalize Mins & Max" : 1 ] ] @PointClass base(npc_maker, xen_portal) iconsprite("Editor/Xen_Portal") = env_xen_portal : "" [] @PointClass base(npc_template_maker, xen_portal) iconsprite("Editor/Xen_Portal") = env_xen_portal_template : "" [] @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_pinch : "Pinch FX" [ timer(float) : "Lifetime" : "1.8" startsize(float) : "Start Size" : "10" endsize(float) : "End Size" : "30" spawnflags(Flags) = [ 65536 : "Remove after pinch fx is finished" : 1 ] input start(void) : "Dispatch the pinch fx" input stop(void) : "Stop the pinch fx" output OnFinish(void) : "Pinch FX is finished" ] @PointClass base(Targetname, Parentname) size(-4 -4 -4, 4 4 4) = env_dispenser : "Dispenser (replaces env_beverage)" [ spawnmodel(studio) : "Model to spawn" : "models/props_junk/popcan01a.mdl" : "Model to spawn when activated." spawnangles(angle) : "Spawn angles" : "Orientation of the model at spawn (Y Z X)" capacity(integer) : "Capacity" : 15 : "Number of models to spawn." skinmin(integer) : "Minimum skin" : 0 : "Minimum skin number." skinmax(integer) : "Maximum skin" : 0 : "Maximum skin number." input Activate(void) : "Spawn prop_physics item with the specified model and skin." input Break(void) : "Rapidy spawn all the items remaining in the dispenser." output OnBreak(void) : "Break" output OnEmpty(void) : "Empty" ] @PointClass base(BasePropPhysics, Targetname, Angles, DamageFilter, BaseFadeProp) studioprop() = item_crate : "Item Crate" [ model(studio) : "Model" : "models/items/item_item_crate.mdl" : "Model to use for the crate." scriptpreset(choices) : "Script preset" : "" : "Spawn entities using a section from /scripts/proplist.txt" = [ "canteen" : "canteen" "joke" : "joke" "junk" : "junk" "lab" : "lab" "lab2" : "lab2" "military" : "military" "military_big" : "military_big" "office" : "office" "tech" : "tech" "tech2" : "tech2" "cleaning_products" : "cleaning_products" "paint_supplies" : "paint_supplies" "books_small" : "books_small" "books_large" : "books_large" "snacks" : "snacks" "computer_supplies" : "computer_supplies" "tools" : "tools" ] spawnonbreak(string) : "Spawn on break" : "" : "Spawn entities using a comma separated list." ] @SolidClass base(BaseTank) = func_50cal : ".50 Caliber Machine Gun" [ ] @SolidClass base(BaseTank) = func_tow : "TOW Missile System" [ ] @SolidClass base(Targetname, Parentname, RenderFields, Shadow) = func_conveyor_bms : "BMS Conveyor Belt" [ direction(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "The direction conveyor moves." spawnflags(flags) = [ 1 : "Push" : 1 ] speed(string) : "Conveyor Speed" : "150" ] @PointClass base(BasePropPhysics, Targetname, Angles, DamageFilter, BaseFadeProp) studio("models/props_marines/tow_missile_projectile.mdl") = item_tow_missile : "TOW Missile" [ ] @PointClass base( Targetname ) iconsprite("editor/info_target.vmt") = env_mortar_launcher : "Mortar Launcher" [ firedelay(integer) : "Fire Delay" : 1 rateoffire(float) : "Rate of Fire" : 10 radius(float) : "Launcher Spread" : "128" target(target_destination) : "Impact Target" : "" grenadeentityname(choices) : "Mortar Type" : "Small" = [ "grenade_mortar_small" : "Small" "grenade_mortar_large" : "Large" ] apexheightratio(float) : "Apex Height Ratio" : "1" pathoption(choices) : "Path Start" : "Apex" = [ "0" : "Origin" "1" : "Apex" "2" : "Free Fall" ] fireshellscount(integer) : "Default Shell Count" : 1 override_damage(float) : "Override Shell Damage" : -1 override_damageradius(float) : "Override Shell Damage Radius" : -1 input LaunchDefault(void) : "Launch default count of shells mortars toward the target within the impact radius" input Launch(integer) : "Launch n mortars toward the target within the impact radius" ] @PointClass base(Targetname, Angles) studio("models/props_st/airstrike_map.mdl") = env_mortar_controller : "Mortar Controller" [ MortarLauncher(target_destination) : "Mortar Launcher" ] @NPCClass base(BaseNPC) studio("models/props_vehicles/abrams.mdl") = npc_abrams : "M1A1 Abrams Tank" [ input ForcePathCorner(string) : "Path_Corner Move" enableminiguns(choices) : "Enable Miniguns" : 1 = [ 0: "No" 1: "Yes" ] enablebodyrotation(choices) : "Enable Body Rotation" : 1 = [ 0: "No" 1: "Yes" ] input DisableBodyRotation(void) : "" input EnableBodyRotation(void) : "" input DisableMiniGuns(void) : "" input EnableMiniGuns(void) : "" ] @NPCClass base(BaseNPC) studio("models/props_vehicles/lav.mdl") = npc_lav : "LAV-25 Infantry Vehicle" [ input ForcePathCorner(string) : "Path_Corner Move" ] @PointClass base( Targetname, Origin, Angles) iconsprite("editor/info_target.vmt") = env_tram_screen : "" [ panelname(string) : "Panel Name" : : "TramScreen" functrainname(target_destination) : "Func Train To Trigger" : : "" propname(target_destination) : "Prop To Attach" : : "" ] @PointClass base(prop_dynamic_base) studioprop() = prop_retinalscanner : "" [ model(studio) : "World model" : "models/props_lab/retinalscanner.mdl" input Lock(void) : "Lock the scanner" input Unlock(void) : "Unlock the scanner" input LockSilent(void) : "Silent Lock the scanner" input UnlockSilent(void) : "Silent Unlock the scanner" input Press(void) : "Use the scanner" output OnLocked(void) : "Called when locked" output OnUnlocked(void) : "Called when unlocked" output OnUseLocked(void) : "Called when used but locked" output OnUseUnlocked(void) : "Called when used but unlocked" locked(choices) : "Start Locked" : 0 = [ 0: "Yes" 1: "No" ] nextlockeduse(float) : "Next Locked Use" : 4 : "Ammount in seconds this scanner will reset after it was used when locked." nextunlockeduse(float) : "Next Unlocked Use" : 4 : "Ammount in seconds this scanner will reset after it was used when unlocked." lockedsound(sound) : "Locked Sound" : "" : "Sound to play when locked." unlockedsound(sound) : "Unlocked Sound" : "" : "Sound to play when unlocked." lockedusesound(sound) : "Locked Primary Use Sound" : "" : "Primary sound to play when used but locked." unlockedusesound(sound) : "Unlocked Primary Use Sound" : "" : "Primary sound to play when used but unlocked." lockedusevox(sound) : "Locked Secondary Use Sound" : "" : "Secondary sound to play when used but locked." unlockedusevox(sound) : "Unlocked Secondary Use Sound" : "" : "Secondary sound to play when used but unlocked." delaylockedvox(float) : "Delay Locked Secondary Sound" : 0 : "Secondary locked sound delay." delayunlockedvox(float) : "Delay Unlocked Secondary Sound" : 0 : "Secondary unlocked sound delay." ] @PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable : "This class is the same as prop_physics, except it respawns after it breaks" [ RespawnTime(float) : "Respawn Time" : 60 : "Ammount in seconds this prop will respawn after it breaks." input InputRespawn(void) : "Force respawn" output OnMaterialize(void) : "The prop has Materialized" ] @PointClass base(prop_dynamic_base,EnableDisable) studioprop() = prop_scalable : "Scalable Prop" [ input SetScaleX(vector) : "Scales the prop in one Axis. Params: <New Size> <Time>" input SetScaleY(vector) : "Scales the prop in one Axis. Params: <New Size> <Time>" input SetScaleZ(vector) : "Scales the prop in one Axis. Params: <New Size> <Time>" ] @PointClass base(Targetname) iconsprite("editor/logic_auto.vmt") = logic_parent : "" [ spawnflags(Flags) = [ 1 : "Remove on fire" : 1 2 : "Teleport child to parent" : 1 ] input ParentEntities(string) : "ParentName ChildName" output OnFired(void) : "" ] @PointClass base(Targetname) studio( "models/xenians/jump_pad.mdl" ) = env_xen_pushpad : "" [ target(target_destination) : "Jump target name" : : "" height(float) : "Height Offset" : 512 : "" output OnTrigger(void) : "" ] @SolidClass base(Trigger, Targetname) = trigger_gargantua_shake : "" [ ] @SolidClass base(Trigger, Targetname) = trigger_lift : "" [ liftaccel(float) : "Lift Acceleration" : 100 : "Lift Acceleration" clampspeed(float) : "Clamp Speed" : 512 : "Clamp Speed" ] @SolidClass base(trigger_multiple) = trigger_weaponfire : "A trigger volume that can be triggered multiple times." [ ] @SolidClass base(Trigger, Targetname) = func_minefield : "" [ minecount(integer) : "Mine Count" : 25 : "Mine Count" ranx(float) : "Uniform Random Spread X" : 35 : "" rany(float) : "Uniform Random Spread Y" : 35 : "" spawnflags(Flags) = [ 4096 : "Uniform displacement" : 0 8192 : "Quick Placement" : 0 ] ] @SolidClass base(Trigger) = func_friction [ modifier(float) : "Friction Percent" : 100 : "Set the friction to this percent of the regular friction" ] @PointClass base(Parentname, Global, Targetname, Shadow, Angles, DXLevelChoice, BaseFadeProp, RenderFields) studio( "models/props_vehicles/oar_awesome_tram.mdl" ) = prop_train_awesome : "" [ solid(choices) : "Collisions" : 6 = [ 0: "Not Solid" 2: "Use Bounding Box" 6: "Use VPhysics" ] spawnflags(flags) = [ 64 : "Use Hitboxes for Renderbox" : 0 256 : "Start with collision disabled" : 0 ] input EnableCollision(void) : "Enable collision on the prop." input DisableCollision(void) : "Disable collision on the prop." lightingorigin(target_destination) : "Lighting Origin" : "" : "Select a path_corner entity to specify a location to sample lighting from, instead of using this entity's origin." ] @PointClass base(Parentname, Global, Targetname, Shadow, Angles, DXLevelChoice, BaseFadeProp, RenderFields) studio( "models/props_vehicles/oar_tram.mdl" ) = prop_train_apprehension : "" [ solid(choices) : "Collisions" : 6 = [ 0: "Not Solid" 2: "Use Bounding Box" 6: "Use VPhysics" ] spawnflags(flags) = [ 64 : "Use Hitboxes for Renderbox" : 0 256 : "Start with collision disabled" : 0 ] input KillScreen(void) : "KillScreen" input RestoreScreen(void) : "RestoreScreen" input EnableCollision(void) : "Enable collision on the prop." input DisableCollision(void) : "Disable collision on the prop." lightingorigin(target_destination) : "Lighting Origin" : "" : "Select a path_corner entity to specify a location to sample lighting from, instead of using this entity's origin." ] @BaseClass base(BaseNPC) = BaseZombie [ spawnflags(Flags) = [ 65536 : "Never spawn headcrab" : 0 ] input BecomeTorso(void) : "BecomeTorso" ] @NPCClass base(BaseZombie) studio("models/zombies/zombie_sci.mdl") = npc_zombie_scientist : "Zombie Scientist"[] @NPCClass base(BaseZombie) studio("models/zombies/zombie_sci_torso.mdl") = npc_zombie_scientist_torso : "Zombie Scientist_Torso"[] @NPCClass base(BaseZombie) studio("models/zombies/zombie_guard.mdl") = npc_zombie_security : "Zombie Security"[] @NPCClass base(BaseZombie) studio("models/zombies/zombie_grunt.mdl") = npc_zombie_grunt : "Zombie Grunt"[] @FilterClass base(BaseFilter) = filter_damage_class : "A damage filter that filters by the class name of the attacker or inflicter. This can only be used as a damage filter, not as an activator filter." [ filterclass(string) : "Filter Classname" : : "The class name to filter by. If the filter mode is Allow, only entities whose "+ "class name matches the given string will pass the filter. If the filter mode is Disallow, "+ "all entities EXCEPT those whose class name matches the given string will pass the filter." spawnflags(Flags) = [ 1 : "check against attacker" : 1 2 : "checks against inflicter" : 0 ] ] @FilterClass base(BaseFilter) = filter_activator_flag : "Filters by the entity flags of the activator" [ flag(choices) : "Flag" : 0 = [ 0 : "None" 1 : "On ground" 2 : "Crouching" 1048576 : "Grenade" 134217728 : "On fire" ] ] @PointClass base(BasePropPhysics, Targetname, Angles, DamageFilter, BaseFadeProp) studioprop() = prop_flare : "Flare Prop" [ model(studio) : "Model" : "models/props_junk/flare.mdl" : "Model to use for the flare." input TurnOff(void) : "Extinguish flare" input TurnOn(void) : "Ignite flare" output OnPlayerUse(void) : "Fired when player instigates +USE." ] @PointClass base(Targetname, Angles) studioprop( "models/props_questionableethics/qe_surgery_bot_main.mdl" ) = prop_surgerybot : "Surgery Bot" [ startactive(choices) : "Start Active" : 1 = [ 0: "True" 1: "False" ] input TurnOff(void) : "Turn Off" input TurnOn(void) : "Turn On" input StopEffects(void) : "" input StartEffects(void) : "" ] @PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = camera_satellite : "Satellite Camera" [ spawnflags(Flags) = [ 1 : "Start Off" : 0 ] rendertarget(choices) : "Screen _rt_Camera Ratio" : "_rt_Satellite" = [ "_rt_Satellite" : "_rt_Satellite" ] targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." FOV(float) : "FOV" : 90 : "Field of view in degrees" // resolution(float) : "resolution" : 256 : "width/height of the render target for the camera" UseScreenAspectRatio(choices) : "Screen Aspect Ratio" : 0 = [ 0 : "No" 1 : "Yes" ] fogEnable(choices) : "Fog Enable" : 0 = [ 0 : "No" 1 : "Yes" ] fogColor(color255) : "Fog Color" : "0 0 0" fogStart(float) : "Fog Start" : 2048 : "The near fog plane." fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane." fogMaxDensity(float) : "Fog Max Density [0..1]" : 1 : "The maximum fog density. 0=no fog, 1=full fog." // Inputs input ChangeFOV(string) : "Changes camera's FOV over time" input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off." input SetOn(void) : "Turn the camera on." input SetOff(void) : "Turn the camera off." ] @PointClass base(Targetname, EnableDisable) = logic_achievement : "Sends an achievement system related event from the map to the achievement system." [ AchievementEvent(choices) : "Achievement Event" : 0 : "Named event is sent to the achievement system when this entity receives a 'FireEvent' input." = [ "ACHIEVEMENT_EVENT_BMS_FLAVOR_TRANSFORMATION" : "Flavor Transormation - Ruin the microwave casserole" "ACHIEVEMENT_EVENT_BMS_PRESS_THEIR_BUTTONS" : "Press Their Buttons - Interfere with the alarm and laptop in Anomalous Materials" "ACHIEVEMENT_EVENT_BMS_BROWN_MOTION" : "Brownian Motion - Pass the Toiletpaper to the Scientist in need" "ACHIEVEMENT_EVENT_BMS_RESONANCE_PROCRASTINATOR" : "Resonance Procrastinator - Refuse to insert the specimen into the Anti-Mass Spectrometer" "ACHIEVEMENT_EVENT_BMS_CAFFEINE_FREAK" : "Caffeine Extraction - Extract soda from 20 machines" "ACHIEVEMENT_EVENT_BMS_PERMEABLE_INFRASTRUCTURE" : "Permeable Infrastructure - Use the alternate path in Office Complex" "ACHIEVEMENT_EVENT_BMS_RARE_SPECIMEN" : "Rare Specimen - Send the Hidden Hat to Xen" "ACHIEVEMENT_EVENT_BMS_BMS_HYPER_SATURATION_CONUNDRUM" : "Hyper Saturation Conundrum - Drown in Lambda Core's coolant" "ACHIEVEMENT_EVENT_BMS_EQ_EHT_TEST" : "EQ - EHT test" "ACHIEVEMENT_EVENT_BMS_EQ_SNARK_TEST" : "EQ - Snark test" "ACHIEVEMENT_EVENT_BMS_EQ_ZAPPER_TEST" : "EQ - Zapper test" "ACHIEVEMENT_EVENT_BMS_EQ_CES_TEST" : "EQ - CES test" "ACHIEVEMENT_EVENT_BMS_EQ_PRIMELASER_TEST" : "EQ - Prime laser" ] // Inputs input Toggle(void) : "Toggle the relay between enabled and disabled." input FireEvent(void) : "Tells the achievement system the specifed event has occured." // Outputs output OnFired(void) : "When the event fires, this fires." ] @PointClass base(Targetname) iconsprite("editor/ai_goal_standoff.vmt") = ai_goal_throw_prop : "AI Goal Throw Prop" [ actor(target_name_or_class) : "Actor(s) to affect" SearchType(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." = [ 0 : "Entity Name" 1 : "Classname" ] StartActive(choices) : "Start Active" : 0 = [ 0 : "No" 1 : "Yes" ] PropName(string) : "Phsyics Prop Name" : "" : "Name of the physics prop to throw" input Activate( void ) : "Begin contesting position" input Deactivate( void ) : "Cease contesting position" ]