Half Life 2 Deathmatch.fgd

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FGD for Half-Life 2: Deathmatch Half-Life 2: Deathmatch.

FGD

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.
hl2mp.fgd
Forge Game Data
//------------------------------------------------------------------------- // // Game data for Half-Life 2 Multiplayer. // //------------------------------------------------------------------------- @include "halflife2.fgd" @PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_deathmatch : "This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+ "info_player_deathmatch entities may be placed in a map." [ ] @PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_combine : "This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+ "info_player_deathmatch entities may be placed in a map." [ ] @PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_rebel : "This entity indicates the position and facing direction at which the player will spawn during a deathmatch map. Any number of "+ "info_player_deathmatch entities may be placed in a map." [ ] @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 : "Combine" 3 : "Rebels" ] ] @PointClass base(prop_physics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_respawnable : "This class is the same as prop_physics, except it respawns after it breaks" [ RespawnTime(float) : "Respawn Time" : 60 : "Ammount in seconds this prop will respawn after it breaks." ] @PointClass base(Weapon) studio("models/weapons/w_slam.mdl") = weapon_slam : "S.L.A.M. - Selectable Lightweight Attack Munition" []