E120.fgd
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FGD for E120
FGD
- This is a FGD (Forge Game Data) file used to define all of the entities of a game for a map editor (such as Hammer).
To add a FGD file to the map editor, copy the following text into a text editor such asNotepad++, and save it with "save as type" being "all files" and .fgd appended to the file name. Then open your map editor and add the FGD to your game configuration.

shokunin.fgd
Forge Game Data
@include "halflife2.fgd"
@PointClass base(Item) studio("models/items/battery.mdl")= item_gc_energy : "Packet of Gravity Concussion Energy" []
@PointClass base(Weapon) studio("models/weapons/w_physics.mdl") = weapon_physconcussion : "Physics Concussion" []
@PointClass base(Targetname, EnableDisable) iconsprite("editor/math_counter.vmt") = math_counter :
"Holds a numeric value and performs arithmetic operations upon it. If either the minimum or maximum " +
"legal value is nonzero, OutValue will be clamped to the legal range, and the OnHitMin/OnHitMax " +
"outputs will be fired at the appropriate times. If both min and max are set to zero, no clamping is " +
"performed and only the OutValue output will be fired."
[
// Keys
startvalue(integer) : "Initial Value" : 0 : "Starting value for the counter."
min(integer) : "Minimum Legal Value" : 0 : "Minimum legal value for the counter. If min=0 and max=0, no clamping is performed."
max(integer) : "Maximum Legal Value" : 0 : "Maximum legal value for the counter. If min=0 and max=0, no clamping is performed."
// Inputs
input Add(integer) : "Add an amount to the counter and fire the OutValue output with the result."
input Divide(integer): "Divide the counter by an amount and fire the OutValue output with the result."
input Multiply(integer): "Multiply the counter by an amount and fire the OutValue output with the result."
input SetValue(integer): "Set the counter to a new value and fire the OutValue output with the result."
input SetValueNoFire(integer): "Set the counter to a new value without firing any outputs."
input Subtract(integer): "Subtract an amount from the counter and fire the OutValue output with the result."
input SetHitMax(integer): "Set the upper bound of the counter and fire the OutValue output with the current value."
input SetHitMin(integer): "Set the lower bound of the counter and fire the OutValue output with the current value."
input GetValue(void): "Causes the counter fire its OnGetValue output with the current value of the counter. Used for polling the counter when you don't want constant updates from the OutValue output."
// Outputs
output OutValue(integer) : "Fired when the counter value changes."
output OnHitMin(void) : "Fired when the counter value meets or goes below the min value. The counter must go back above the min value before the output will fire again."
output OnHitMax(void) : "Fired when the counter value meets or exceeds the max value. The counter must go below the max value before the output will fire again."
output OnGetValue(integer) : "Fired in response to the GetValue input. Used for polling the counter when you don't want constant updates from the OutValue output."
output OnMaxChanged(void) : "Fired when max value is changed."
]
@PointClass base(Targetname) iconsprite("editor/logic_compare.vmt") = logic_math :
"An entity that compares a value with one stored on a math_counter."
[
// Keys
target(target_destination) : "Math_Counter entity" : : "Name of the math_counter entity to compare to."
CompareValue(integer) : "Compare value" : : "The value to compare against."
// Inputs
input Compare(void) : "Force a compare of the value on the math_counter entity with the compare value."
// Outputs
output OnLessThan(float) : "Fired when the math_counter value is less than the compare value. Sends the input value as data."
output OnEqualTo(float) : "Fired when the math_counter value is equal to the compare value. Sends the input value as data."
output OnNotEqualTo(float) : "Fired when the math_counter value is different from the compare value. Sends the input value as data."
output OnGreaterThan(float) : "Fired when the math_counter value is greater than the compare value. Sends the input value as data."
]
@PointClass base(Targetname) = ai_strider_finale : "Strider Finale"
[
Strider1(target_destination) : "Strider 1"
Strider2(target_destination) : "Strider 2"
Strider3(target_destination) : "Strider 3"
Active(choices) : "Active" : 0 =
[
0 : "No"
1 : "Yes"
]
// Inputs
input Update(void) : "Should be called when a strider spawns or dies"
input CombatOver(void) : "Should be called once the strider combat is over"
input SetPatrolPath(string) : "Set new patrol path"
input SetGuardPath(string) : "Set guard path for doorway strider"
]