Digital Paintball Redux.fgd

From Valve Developer Community
Jump to: navigation, search
Wikipedia - Letter.png
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages)
Dead End - Icon.png
This article has no links to other VDC articles. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024

From: Digital Paintball Redux SDK

dpb.fgd
Forge Game Data
// Digital Paintball Mod FGD by Jonah (68CaliberKiller) // ALL maps for DPB MUST have the info_paintball entity somewhere in the map(can be anywhere) // I will describe each entity in the following section: // info_playerstart_blue: Point Entity // This is a spawn point for a member of the blue team. // DPB does NOT use info_player_start or info_player_deathmatch, so do not put these entities in your map // MAKE SURE TO INCLUDE 16 SPAWN POINTS PER TEAM! // Let me rephrase the above: // Include 16 spawn points for each team in your map // Note the following: // 15 does not equal 16 // 17 does not equal 16 // 14 does not equal 16 // 1 does not equal 16 // info_playerstart_red: Point Entity // Same as info_playerstart_blue, except is a spawn point for red team // item_flag_center: Point Entity // This creates a flag which may be picked up by BOTH teams // item_flag_red: Point Entity // This creates a flag for the red team, which may only be picked up by blue // item_flag_blue: Point Entity // This creates a flag for the blue team, which may only be picked up by red // trigger_teampush: Brush Entity // This is the same as a trigger_push, however, it has 1 field added: // team: // This determines the team that the trigger_teampush will push. // A player who matches this team will be pushed by the entity, and one who is on a different team will be unaffected // This entity can be used to create Team-only walls(walls that both teams may shoot through, but only 1 may pass through): // Create a brush the size of your wall, but 7 units thick. Turn this into a trigger_teampush, set speed to 500, and the team to whatever you wish // Create another brush parallel to this brush, 7 units thick, and space these brushes 1 unit apart. Turn this brush into a trigger_teampush, with the same speed and team as previous brush // Set the DIRECTION of push for each trigger_teampush AWAY from each other // func_goalpoint: Solid Entity // If a player who has a flag touches this entity, his team wins // team: // The team who may win by touching this entity with flag // info_paintball: Point Entity // This Entity MUST be in all DPB maps! // Players Can Respawn(flag): // Determines whether players are allowed to respawn eventually // Infinite Round Time(flag): // If checked, the round Never ends // IF YOU USE THIS, YOU MUST ENABLE PLAYERS TO RESPAWN!! // Allowed Weapons: // Weapons allowed on map, more information when weapon system is complete(does nothing currently) // Respawn Time: // Time(in seconds) that a player must wait to respawn. If "Players can respawn" is not checked, this does nothing // Round Time Multiplier: // mp_roundtime*this determines the length of rounds(if you have a very small map, make this 0.5, and if you have a huge map, make it 1.5 etc) @PointClass studio("models/props/vortex.mdl") = entity_name [] @PointClass size(-16 -16 -36, 16 16 36) color(0 0 200) = info_playerstart_blue : "Blue Team Spawn Point" [] @PointClass size(-16 -16 -36, 16 16 36) color(200 0 0) = info_playerstart_red : "Red Team Spawn Point" [] @PointClass = item_flag_center : "Center flag" [] @PointClass = item_flag_red : "Red flag" [] @PointClass = item_flag_blue : "Blue flag" [] @SolidClass base(Trigger, Angles) = trigger_teampush : "Trigger Team Player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 2: "Start Off" : 0 ] speed(integer) : "Speed of push" : 500 team(integer) : "Team: 1=red, 2=blue" : 1 ] @SolidClass = func_goalpoint : "Flag capture point" [ team(integer) : "Team: 1=red, 2=blue:" : 1 ] @PointClass = info_paintball : "DPB Detect Entity" [ spawnflags(flags) = [ 1 : "Allow Respawn" : 0 2 : "Infinite Time" : 0 4 : "Change teams" : 0 8 : "Reset flag ontouch" : 0 ] weapons(integer) : "Allowed Weapons" : 4294967295 frags(integer) : "Respawn Time" : 0 message(string) : "Round Time Multiplier" : "1.0" ] @SolidClass base(Targetname, RenderFields) = func_block : "Wall ALLOWS players but BLOCKS paintballs" [ skin(choices) : "Contents" : -1 = [ -1: "Empty" -7: "Volumetric Light" ] _minlight(string) : "Minimum light level" ]