Digital Paintball Redux.fgd
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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"
]