Counter-Strike: Source.fgd

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cstrike.fgd redirects here. For an FGD for the original Counter-Strike Counter-Strike, see Counter-Strike.fgd.

Official FGD for Counter-Strike: Source Counter-Strike: Source. Contains some errors; see Counter-Strike: Source (fixed).fgd for fixed version.

This is a text file used internally by a Valve Valve Software technology, such as Source Source and GoldSrc GoldSrc 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.
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(Targetname, TeamNum) = func_buyzone: "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" [ ] @SolidClass base(Targetname, Parentname ) = 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." [ output BombExplode(void): "Fires when C4 explodes" output BombPlanted(void): "Fires when a C4 is planted" output BombDefused(void): "Fires when a C4 is defused" heistbomb(choices) : "Heist Mode bomb target" : 0 : "This is a Bomb Target designed for the Heist game mode." = [ 0 : "No" 1 : "Yes" ] bomb_mount_target(string) : "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." [ ]