Counter-Strike: Source (fixed).fgd
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For the FGD from original Counter-Strike, see Counter-Strike.fgd.
FGD for Counter-Strike: Source, containing fixed code for func_buyzone and func_bomb_target. (click here to see original)
FGD
- This is a text file used internally by a Valve Software technology, such as GoldSrc, Source, and/or Source 2 engine.
To open this file, copy the following text into a text editor such as 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.
cstrike.fgd
Forge Game Data
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: Counter-Strike: Source game definition file (.fgd)
//
//=============================================================================
@include "base.fgd"
//-------------------------------------------------------------------------
//
// Base Classes
//
//-------------------------------------------------------------------------
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass = TeamNum
[
TeamNum(choices) : "Team Number (int)" : 0 =
[
2 : "Terrorist"
3 : "Counter-Terrorist"
]
input SetTeam(integer) : "Changes the entity's team"
]
@BaseClass color(0 0 200) base(Targetname, Angles) = Weapon
[
spawnflags(Flags) =
[
1 : "Start constrained" : 0
]
output OnPlayerUse(void) : "Fires when the player +uses this weapon"
output OnPlayerPickup(void) : "Fires when the player picks up this weapon"
]
@FilterClass base(BaseFilter) size(-8 -8 -8, 8 8 8) = filter_activator_team :
"A filter that filters by the team of the activator."
[
filterteam(choices) : "Filter Team Number" : 2 : "The team number to filter by. If the filter mode is Allow, only entities whose "+
"team number matches the given team will pass the filter. If the filter mode is Disallow, "+
"all entities EXCEPT those whose team number matches the given team will pass the filter." =
[
2 : "Terrorist"
3 : "Counter-Terrorist"
]
]
//-------------------------------------------------------------------------
//
// Point Classes
//
//-------------------------------------------------------------------------
@PointClass base(Angles) studio("models/player/ct_urban.mdl") = info_player_counterterrorist :
"This entity marks the start point for counter-terrorists. One of these needs to be placed for each team member. " +
"20 start points is typical. Should be placed at least 128 units away from each other and surrounding walls"
[
]
@PointClass base(Angles) studio("models/player/t_phoenix.mdl") = info_player_terrorist :
"This entity marks the start point for terrorists. One of these needs to be placed for each team member. " +
"20 start points is typical. Should be placed at least 128 units away from each other and surrounding walls."
[
]
@PointClass base(Angles) studio("models/editor/playerstart.mdl") = info_player_logo :
"This is for logo maps for demos. All players will spawn here, and there will be no " +
"class menu, team menu, or HUD."
[
]
@PointClass base(Angles) studio("models/Characters/hostage_04.mdl") = hostage_entity :
"Hostage. A hostage NPC will spawn at this point.\n\n" +
"There are usually four hostages placed in each hostage rescue map. The model for each Hostage is randomly chosen."
[
HostageType(choices) : "Hostage Model (int)" : 0 : "Not used. Hostage models are chosen randomly by the game." =
[
0 : "A"
1 : "B"
1 : "C"
1 : "D"
]
]
@PointClass base(Angles) = info_view_parameters :
"This entity selects whether or not this level uses the Half-Life 2 view parameters (eye height: 64, FOV: 75) " +
"or the old Counter-Strike settings (eye height: 53.5, FOV: 90)."
[
ViewMode(choices) : "View Mode" : 0 =
[
0 : "Old"
1 : "New"
]
]
@PointClass base(Targetname,Angles) = info_map_parameters :
"Map parameters. Used to set which teams can buys, and the C4 bomb detonation radius."
[
buying(choices) : "Teams that can buy" : 0 =
[
0 : "Everyone"
1 : "Only Counter-Terrorists"
2 : "Only Terrorists"
3 : "Nobody"
]
bombradius(float) : "C4 Explosion Radius" : 500 : "Overrides the default radius of the explosion when the C4 bomb explodes. Max range is 2048"
input FireWinCondition(integer) : "Fires win conditions for the win."
]
@PointClass base(Angles) = env_detail_controller : "An entity that lets you control the fade distances for detail props."
[
fademindist(float) : "Start Fade Dist/Pixels" : 400 : "Distance at which the prop starts to fade."
fademaxdist(float) : "End Fade Dist/Pixels" : 1200 : "Maximum distance at which the prop is visible."
]
//-------------------------------------------------------------------------
//
// Weapons
//
//-------------------------------------------------------------------------
@PointClass base(Weapon) studio("models/weapons/w_knife_t.mdl") = weapon_knife : "Knife" []
@PointClass base(Weapon) studio("models/weapons/w_eq_fraggrenade.mdl") = weapon_flashbang : "Flashbang" []
@PointClass base(Weapon) studio("models/weapons/w_eq_fraggrenade.mdl") = weapon_hegrenade : "HE Grenade" []
@PointClass base(Weapon) studio("models/weapons/w_eq_smokegrenade.mdl") = weapon_smokegrenade : "Smoke Grenade" []
@PointClass base(Weapon) studio("models/weapons/w_defuser.mdl") = item_defuser : "Defuse Kit" []
@PointClass base(Weapon) studio("models/weapons/w_c4.mdl") = weapon_c4 : "C4 Bomb" []
@PointClass base(Weapon) studio("models/weapons/w_pist_glock18.mdl") = weapon_glock : "9X19mm Sidearm" []
@PointClass base(Weapon) studio("models/weapons/w_pist_usp.mdl") = weapon_usp : "K&M .45 Tactical" []
@PointClass base(Weapon) studio("models/weapons/w_pist_p228.mdl") = weapon_p228 : "228 Compact" []
@PointClass base(Weapon) studio("models/weapons/w_pist_deagle.mdl") = weapon_deagle : "Night Hawk .50C" []
@PointClass base(Weapon) studio("models/weapons/w_pist_fiveseven.mdl") = weapon_fiveseven : "ES Five-Seven" []
@PointClass base(Weapon) studio("models/weapons/w_pist_elite.mdl") = weapon_elite : ".40 Dual Elites" []
@PointClass base(Weapon) studio("models/weapons/w_shot_m3super90.mdl") = weapon_m3 : "Leone 12 Gauge Super" []
@PointClass base(Weapon) studio("models/weapons/w_shot_xm1014.mdl") = weapon_xm1014 : "Leone YG1265 Auto Shotgun" []
@PointClass base(Weapon) studio("models/weapons/w_smg_tmp.mdl") = weapon_tmp : "Schmidt Machine Pistol" []
@PointClass base(Weapon) studio("models/weapons/w_smg_mp5.mdl") = weapon_mp5navy : "K&M Sub-Machine Gun" []
@PointClass base(Weapon) studio("models/weapons/w_smg_ump45.mdl") = weapon_ump45 : "K&M UMP45" []
@PointClass base(Weapon) studio("models/weapons/w_smg_p90.mdl") = weapon_p90 : "ES C90" []
@PointClass base(Weapon) studio("models/weapons/w_smg_mac10.mdl") = weapon_mac10 : "Ingram MAC-10" []
@PointClass base(Weapon) studio("models/weapons/w_rif_galil.mdl") = weapon_galil : "IDF Defender" []
@PointClass base(Weapon) studio("models/weapons/w_rif_ak47.mdl") = weapon_ak47 : "CV-47" []
@PointClass base(Weapon) studio("models/weapons/w_rif_sg552.mdl") = weapon_sg552 : "Krieg 552 Commando" []
@PointClass base(Weapon) studio("models/weapons/w_rif_famas.mdl") = weapon_famas : "Clarion 5.56" []
@PointClass base(Weapon) studio("models/weapons/w_rif_m4a1.mdl") = weapon_m4a1 : "Maverick M4A1 Carbine" []
@PointClass base(Weapon) studio("models/weapons/w_rif_aug.mdl") = weapon_aug : "Bullpup" []
@PointClass base(Weapon) studio("models/weapons/w_snip_scout.mdl") = weapon_scout : "Schmidt Scout" []
@PointClass base(Weapon) studio("models/weapons/w_snip_g3sg1.mdl") = weapon_g3sg1 : "D3/AU-1 Semi-Auto Sniper Rifle" []
@PointClass base(Weapon) studio("models/weapons/w_snip_sg550.mdl") = weapon_sg550 : "Krieg 550 Commando" []
@PointClass base(Weapon) studio("models/weapons/w_snip_awp.mdl") = weapon_awp : "Magnum Sniper Rifle" []
@PointClass base(Weapon) studio("models/weapons/w_mach_m249para.mdl") = weapon_m249 : "ES M249 Para" []
//-------------------------------------------------------------------------
//
// Solid Classes
//
//-------------------------------------------------------------------------
@SolidClass = func_ladder :
"Ladder. Players will be able to 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."
[
]
@SolidClass base(func_physbox) = func_physbox_multiplayer :
"This class is the same as func_physbox, except the runtime collisions use a more bouncy method that avoids " +
"the prediction errors normal physics objects get."
[
]
@SolidClass base(Trigger, TeamNum) = func_buyzone: // "Targetname" -> "Trigger"
"Buy Zone. Players can buy equipment while standing in this zone, if the zone matches their current team.\n\n" +
"A single Buy Zone entity must be either terrorist or counter-terrorist, it cannot be both. Should have " +
"the toolstrigger material applied to all sides"
[
// input SetEnabled(void) : "Sets this buyzone as enabled."
// input SetDisabled(void) : "Sets this buyzone as disabled."
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
]
@SolidClass base(Trigger) = func_bomb_target:
"Bomb Target. The terrorists can place C4 explosives while standing in this zone.\n\n" +
"When the bomb is planted and explodes inside this area, the BombExplode outputs are fired. The game handles " +
"all of the bomb planting and scoring logic – the BombExplode outputs are provided to add visual and damage effects."
[
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
input BombExplode(void): "Fires the BombExplode output"
input BombPlanted(void): "Fires the BombPlanted output and removes this entity's volume from the planting zones until next round"
input BombDefused(void): "Fires the BombDefused output"
output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
output BombExplode(void): "Fires when C4 explodes or if the BombExplode input is received"
output BombPlanted(void): "Fires when a C4 is planted or if the BombPlanted input is received"
output BombDefused(void): "Fires when a C4 is defused or if the BombDefused input is received; Bug: Is not fired by normal gameplay, only with the BombDefused input."
heistbomb(boolean) : "Heist Mode bomb target" : 0 : "This is a Bomb Target designed for the Heist game mode."
bomb_mount_target(target_destination) : "Bomb Mount Target"
]
@SolidClass base(Targetname) = func_hostage_rescue:
"Hostage Rescue Zone. When a hostage is led into this zone, it is marked as rescued."
[
]
//-------------------------------------------------------------------------
//
// Sound Test Map Entities
//
//-------------------------------------------------------------------------
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_surroundtest
: "Surround Sound Test"
[
input FireCorrectOutput(void) : "Fire output based on snd_surround_speaker cvar value"
output On2Speakers(void) : "Fired if player is using 2 speakers."
output On4Speakers(void) : "Fired if player is using 4 speakers."
output On51Speakers(void) : "Fired if player is using 5.1 speakers."
]
@BaseClass base(Targetname, Angles) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = Territory
[
respawn_area(string) : "Respawn area name"
buyzone(string) : "Buy Zone name"
]
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_hospital : "Hospital Territory Control Point"
[
]
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_terrorist : "Terrorists' Base Territory Point (Non-Capturable)"
[
]
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_counterterrorist : "Counter-Terrorists' Base Territory Point (Non-Capturable)"
[
]
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_barracks : "Barracks Territory Control Point"
[
]
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_bank : "Bank Territory Control Point"
[
]
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_encryption : "Encryption Center Territory Control Point"
[
]
@PointClass base(Territory) studio( "models/props/cs_assault/consolepanelloadingbay.mdl" ) = info_territory_control_surveillance : "Surveillance Center Territory Control Point"
[
]
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = point_territory_control_rules
: "The Territory Control rules entity (VERY IMPORTANT!)"
[
respawntime(float) : "Wave Respawn Time" : 30 : "Respawn time in seconds."
]
@SolidClass base(Targetname) = func_territory_respawn_area:
"Players will respawn inside this area."
[
]