Insurgency.fgd
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January 2024
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January 2024
From: \common\insurgency2\bin\insurgency.fgd
@include "base.fgd" // // Insurgency game definition file (.fgd) // @MaterialExclusion [ //exclude these from being loaded into hammer's preview "console" "correction" "debug" "hud" "models" "particle" "particles" "vgui" "voice" "cable" ] @AutoVisGroup = "Tool Brushes" [ "Vis Clusters" [ "func_viscluster" ] "Detail Blockers" [ "func_detail_blocker" ] ] @AutoVisGroup = "Entities" [ "Lights" [ "light" "light_spot" "light_directional" "light_environment" "point_spotlight" ] "Sprites" [ "env_lightglow" "env_sprite_oriented" "env_sprite" ] ] @AutoVisGroup = "Soundscapes" [ "Env_soundscape" [ "env_soundscape" "env_soundscape_triggerable" "env_soundscape_proxy" ] "Trigger_soundscape" [ "trigger_soundscape" ] "Ambient_generic" [ "ambient_generic" ] ] @AutoVisGroup = "Overlays" [ "Info_overlay" [ "info_overlay" ] "Info_decal" [ "infodecal" ] ] @AutoVisGroup = "Cubemaps" [ "Cubemap Probes" [ "env_cubemap" ] ] @AutoVisGroup = "Map Instances" [ "Instances" [ "func_instance" ] "Instance Modifiers" [ "func_instance_io_proxy" "func_instance_parms" "func_instance_origin" ] ] @AutoVisGroup = "Insurgency" [ "Viewpoints" [ "ins_viewpoint" ] "Spawn Points" [ "ins_spawnpoint" "ins_spawnzone" "ins_blockzone" ] "Objective Entities" [ "trigger_capture_zone" "point_controlpoint" "point_flag" ] "Objective Logic" [ "ins_rulesproxy" "logic_push" "logic_skirmish" "logic_vip" "logic_firefight" "logic_battle" "logic_elimination" "logic_hunt" "logic_checkpoint" "logic_outpost" "logic_training" ] ] //==================================================================================================================== // BASE CLASSES //==================================================================================================================== @BaseClass = TeamNum [ TeamNum(choices) : "Team Number (int)" : 2 = [ 0 : "None" 2 : "Security" 3 : "Insurgents" ] ] @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 : "Security" 3 : "Insurgents" ] ] @BaseClass = LogicGameType [ output OnSelected(void) : "Fired this gamemode is selected." output OnSecurityWin(void) : "Fired when Security team win a round." output OnInsurgentWin(void) : "Fired when Insurgent team win a round." output OnGameDraw(void) : "Fired when round results in a draw." output OnGameResult(void) : "Fired when a team has won a round." output OnGameOver(void) : "Game is over, show scoreboard." output OnPreRoundReset(void) : "Just before round is reset." output OnRoundReset(void) : "Round has reset and players have respawned." output OnRoundStarted(void) : "Round has started and players can move." input ExtendRound(float) : "Extend the round timer by the given number of seconds" input SetRoundTimer(float) : "Set the round timer (given in seconds)" input EndRound(integer) : "End the round with a given winner (0 = draw, 2 = security, 3 = insurgents)" input AwardTeamSupply(integer) : "Award given team with a supply point (2 = security, 3 = insurgents)" ] @BaseClass = BaseObject [ SolidToPlayers(choices) : "Solid To Player" : 0 : "Is object solid to players?" = [ 0 : "Use Default" 1 : "Yes" 2 : "No" ] output OnDestroyed(void) : "Object has been destroyed." output OnDamaged(void) : "Object has taken damage." output OnBecomingDisabled(void) : "Object's function has been disabled." output OnBecomingReenabled(void) : "Object's function has been reinstated." output OnObjectHealthChanged(void) : "Object's health has changed." input Show(void) : "Show this object" input Hide(void) : "Hide this object" ] @BaseClass = BaseGrenade [ input Explode(float) : "Explode after x seconds" input MakeDud(void) : "Disable a grenade and remove it" input SetPlayerOwner(void) : "Sets activator to the player owner." ] //==================================================================================================================== // CORE ENTITIES //==================================================================================================================== @SolidClass base(Targetname, Parentname, Origin, RenderFields,DamageFilter) = func_button_timed: "An entity that takes time to use." [ use_time(integer) : "Use Time" : 5 : "" use_string(string) : "Use String" : "Using...." : "" use_sub_string(string) : "Use Sub-String" : "" : "" glow(target_destination) : "Glow Entity" : : "The name of an entity that will get the +use glow for this button." auto_disable(choices) : "Auto-Disable On Time Up" : 1 : "When the use timer is up, disable the button. (Can be enabled with an input)" = [ 0 : "No" 1 : "Yes" ] spawnflags(flags) = [ 2048: "Starts locked" : 0 ] locked_sound(choices) : "Locked Sound" : 0 : "Sound played when the player tries to use the button, and fails because it's locked." = [ 0: "None" 2: "Access Denied" 8: "Small zap" 10: "Buzz" 11: "Buzz Off" 12: "Latch Locked" ] // Inputs input Lock(void) : "Lock the button, preventing it from functioning and playing a locked sound." input Unlock(void) : "Unlock the button, allowing it to function." input Enable(void) : "Enable the button, so it glows and can be used." input Disable(void) : "Disable the button, so it can't be used and doesn't glow." // Outputs output OnPressed(void) : "Fired when the button is pressed." output OnUnPressed(void) : "Fired when the button is unpressed." output OnTimeUp(void) : "Fired when the button has been held more than the required amount of time." output OnUseLocked(void) : "Fired when the button is used while locked." ] @PointClass base(Angles) iconsprite("editor/env_detail_controller.vmt") = 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." ] @SolidClass base(Trigger,TeamNum) = ins_blockzone : "Block Zone" [ spawnflags(flags) = [ 2: "Ignore player +USE" : 1 ] rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode." renderamt(integer) : "Renderamt" : 255 : "Integer-Value from 0 to 255 allowed" rendermode(integer) : "Rendermode" : 0 renderfx(integer) : "Render-Effect" : 0 ] @SolidClass base(Trigger,TeamNum) = ins_spawnzone : "Spawn Zone" [ spawnflags(flags) = [ 1: "Disable inventory" : 0 2: "Ignore player +USE" : 1 ] rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode." renderamt(integer) : "Renderamt" : 255 : "Integer-Value from 0 to 255 allowed" rendermode(integer) : "Rendermode" : 0 renderfx(integer) : "Render-Effect" : 0 blockzone(target_destination) : "Block Zone" : "" : "If set, enables/disables given block zone(s) along with this spawn zone" SquadID(integer) : "Associated Squad" : -1 : "If >=0, spawn points in this zone will be associated with the given squad" ] @SolidClass base(Targetname, Parentname, TeamNum, EnableDisable) = func_teamblocker : "Walls that players of a certain team are unable to pass through" [ spawnflags(flags) = [ 2: "Don't show hint when touched" : 0 ] ] //==================================================================================================================== // GAMERULES ENTITIES //==================================================================================================================== @PointClass base(Targetname) = ins_rulesproxy : "Proxy entity for INS Gamerules" [ output OnGamemodeStarted(string) : "Fired when a gamemode is selected." output OnGamemodeReset(string) : "Fired at each round reset, giving the gamemode." output OnSecurityWin(void) : "Fired when Security team win a round." output OnInsurgentWin(void) : "Fired when Insurgent team win a round." output OnGameDraw(void) : "Fired when round results in a draw." output OnGameResult(integer) : "Fired when a team has won a round." output OnGameOver(integer) : "Game is over, show scoreboard." output OnPreRoundReset(void) : "Just before round is reset." output OnRoundReset(string) : "Round has reset and players have respawned." output OnRoundStarted(void) : "Round has started and players can move." output OnWaveDeployedTeamOne(void) : "Reinforcement wave deployed for Team One" output OnWaveDeployedTeamTwo(void) : "Reinforcement wave deployed for Team Two" output OnRapidDeploymentTeamOne(void) : "When an objective capture has redeployed team one" output OnRapidDeploymentTeamTwo(void) : "When an objective capture has redeployed team two" input ExtendRound(float) : "Extend the round timer by the given number of seconds" input SetRoundTimer(float) : "Set the round timer (given in seconds)" input EndRound(integer) : "End the round with a given winner (0 = draw, 2 = security, 3 = insurgents)" input AwardTeamSupply(integer) : "Award given team with a supply point (2 = security, 3 = insurgents)" ] @SolidClass base(Trigger) = trigger_capture_zone : "Allows players capture its associated point." [ controlpoint(target_destination) : "Associated Control Point" : : "The control point associated with this Capture Zone." ] @PointClass base( Global, Targetname ) iconsprite("editor/team_cp.vmt") = point_controlpoint : "Main capture point for Occupy" [ default_owner(choices) : "Default Owner (int)" : 0 = [ 0 : "Unassigned" 2 : "Security" 3 : "Insurgents" ] printname(string) : "Print Name" : "" : "Descriptive name for this control point" output OnCaptured(void) : "" output OnCapturedBySecurity(void) : "" output OnCapturedByInsurgent(void) : "" output OnReset(void) : "" ] @PointClass base(Targetname, Parentname, Global, TeamNum, Studiomodel, Angles) studioprop() = point_flag : "flag entity." [ output OnPickedUp(void) : "" output OnDropped(void) : "" output OnReset(void) : "" ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_battle.vmt") = logic_skirmish : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_battle.vmt") = logic_battle : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_elimination.vmt") = logic_elimination : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_elimination.vmt") = logic_firefight : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_elimination.vmt") = logic_vip : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_training.vmt") = logic_push : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_training.vmt") = logic_hunt : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_training.vmt") = logic_checkpoint : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_training.vmt") = logic_outpost : "" [ ] @PointClass base( Global, Targetname, LogicGameType ) iconsprite("editor/logic_training.vmt") = logic_training : "" [ input ProvideTokens(integer) : "" input PlayOnline(void) : "Returns the player to the main menu" input PracticeOffline(void) : "Loads pvp and sets a new mapcycle" ] //==================================================================================================================== // OBJECTS //==================================================================================================================== @PointClass base( Global, Targetname, TeamNum, BaseObject ) studio( "models/static_props/wcache_ins_01.mdl" ) = obj_weapon_cache : "Weapon cache that can be placed in the world to give dynamic buy zones." [ InitialHealth(integer) : "Initial Health" : 220 TakeDamageBullets(choices) : "Take Bullet Damage" : 0 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base( Global, Targetname, TeamNum, BaseObject ) studio( "models/static_props/ins_radio.mdl" ) = obj_destructible : "Destructible objects that can either be neutral or an objective" [ InitialHealth(integer) : "Initial Health" : 220 TakeDamageBullets(choices) : "Take Bullet Damage" : 1 = [ 0 : "No" 1 : "Yes" ] TakeDamageMelee(choices) : "Take Melee Damage" : 1 = [ 0 : "No" 1 : "Yes" ] CustomTrigger(target_destination) : "Associated Trigger" ControlPoint(target_destination) : "Associated Control Point" CustomModelPathHealthy(studio) : "Model (healthy)" : "models/static_props/ins_radio.mdl" CustomModelPathDestroyed(studio) : "Model (destroyed)" : "models/static_props/ins_radio_burned.mdl" ] @PointClass base( Global, Targetname, TeamNum, BaseObject ) studio( "models/vehicles/minibus.mdl" ) = obj_destructible_vehicle : "Destructible vehicles that can either be neutral or an objective" [ VehicleType(choices) : "Vehicle Type" : 0 = [ 0 : "Minibus" 1 : "Lada" 2 : "Mercedes" 3 : "Humvee" 4 : "Passat" 5 : "Amtrac" ] InitialHealth(integer) : "Initial Health" : 220 TakeDamageBullets(choices) : "Take Bullet Damage" : 0 = [ 0 : "No" 1 : "Yes" ] ] //==================================================================================================================== // OTHER //==================================================================================================================== @SolidClass base(Trigger) = trigger_auto_crouch : "Allows players touching the trigger to auto-crouch." [ ] @SolidClass base(Trigger) = trigger_grenade_extinguisher : "Puts out AOE grenades (like Molotovs) that touch it" [ ExtinguishDelayMin(float) : "Extinguish Delay (min)" : 1 ExtinguishDelayMax(float) : "Extinguish Delay (max)" : 2 ] @PointClass base(Angles, Studiomodel, Shadow) Studioprop() = prop_foliage : "Foliage which is non-solid but blocks AI LoS" [ fademindist(float) : "Start Fade Dist/Pixels" : -1 : "Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade." fademaxdist(float) : "End Fade Dist/Pixels" : 0 : "Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades." fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7 [hl2/ep1/portal] or dx8 [ep2/tf], then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified." + " This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades." + " Numbers smaller than 1 cause the prop to fade out at further distances," + "and greater than 1 cause it to fade out at closer distances." ] @PointClass base(Targetname, Parentname) iconsprite("editor/env_explosion.vmt") = env_explosion_ins : "An entity that creates an explosion at its origin." [ szExplosiveName(choices) : "Explosion Type" : "grenade_c4" = [ "grenade_c4" : "C4" "grenade_ied" : "IED" "rocket_at4": "AT4" "rocket_rpg7": "RPG7" "grenade_m203_he" : "M203 HE" "grenade_gp25_he" : "GP25 HE" "grenade_m203_smoke" : "M203 Smoke" "grenade_gp25_smoke" : "GP25 Smoke" "grenade_flare" : "Flare" "grenade_molotov" : "Molotov" "grenade_anm14" : "ANM14" "grenade_f1" : "F1" "grenade_m67" : "M67" "grenade_m84" : "M84" "grenade_m18" : "M18" "vehicle" : "Vehicle Explosion" ] UseFuseTime(boolean) : "Use Fuse Time" : 0 UseLaunchSound(boolean) : "Use Launch Sound" : 0 // Inputs input Explode(void) : "Trigger the explosion." ] @PointClass base(Targetname, Origin, Angles, Studiomodel) Studioprop() = prop_explosive : "An explosive entity that creates an explosion when destroyed and switches the prop's skin to a damaged state." [ model(studio) report : "Explosive Model" : "models/static_props/wcache_box_02.mdl" ExplosiveSound(sound) : "Explosive Sound" : "World.Generic.AmmoBoxCookOff" ExplosiveParticle(particlesystem) : "Explosive Particle" : "ins_ammo_explosion" CanBeDamaged(boolean) : "Can Be Damaged" : 1 InitialHealth(integer) : "Initial Health" : 5 DamagedSkin(integer) : "Damaged Skin" : 2 ShouldDoAreaDamage(boolean) : "Should Do Area Damage" : 1 AreaDamageRange(integer) : "Area Damage Range" : 64 AreaDamageTime(float) : "Area Damage Time" : "5.0" AreaDamageFrequency(float) : "Area Damage Frequency" : "1.0" AreaDamageAmount(float) : "Area Damage Amount" : "5.0" AreaDamagePhysicsForce(float) : "Area Damage Physics Force" : "20.0" : "Force of random forces applied to this object" // Inputs input Explode(void) : "Trigger the explosion." ] @PointClass base(Targetname, Parentname) studio( "models/static_props/FireSprinklerHead_break.mdl" ) = prop_sprinkler : "It's a sprinkler, honest." [ // Inputs input Start(void) : "" input Stop(void) : "" // Outputs output OnStart(string) : "" output OnStop(string) : "" output OnBreak(string) : "" ] @PointClass base(prop_physics) studio( "models/static_props/prop_halloween_pumpkin_glowing.mdl" ) = prop_pumpkin : "For those days when you really need a pumpkin." [ randomizeAppearance(choices) : "Randomize Appearance" : 1 = [ 0 : "No" 1 : "Yes" ] ] @PointClass base(Targetname) = logic_training_timer : "For internal use." [ // Inputs input Start(void) : "" input Finish(void) : "" ] //==================================================================================================================== // MISC TRIGGERS //==================================================================================================================== @SolidClass base(Trigger, TeamNum) = func_buyzone : "Allows players within this trigger to buy weapons and upgrades." [ ] @SolidClass base(Trigger, TeamNum) = func_weapon_lower : "Lowers the weapon of a player who enters the area." [ ] //==================================================================================================================== // LADDER + ELEVATOR //==================================================================================================================== @SolidClass = func_ladder : "Ladder. Players will be able to freely along one side of 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 climbable side of the func_ladder brush." [ ] @SolidClass base(Targetname, Parentname, Origin, RenderFields) = func_elevator : "A brush entity that moves vertically." [ top(vecline) : "Top floor position" bottom(vecline) : "Bottom floor position" speed(integer) : "Speed" : 100 : "The speed that the elevator moves, in inches per second." acceleration(integer) : "Acceleration" : 100 : "The acceleration at which the elevator approaches its target speed, in inches per second per second." blockdamage(float) : "Block Damage" : 0 : "The amount of damage to do to any entity that blocks the elevator, per frame." startsound(sound) : "Sound played when the elevator starts moving." stopsound(sound) : "Sound played when the elevator stops moving." disablesound(sound) : "Sound played when the elevator is disabled." // Inputs input MoveToFloor(string) : "Start the elevator moving to the specified floor." input Disable(void) : "Stops the elevator and prevents it from moving again." input SetMaxSpeed(float) : "Set the max speed of the elevator." // Outputs output OnReachedTop(string) : "Fired when the brush reaches the top." output OnReachedBottom(string) : "Fired when the brush reaches the bottom." ] @PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_elevator_floor : "Elevator floor height target." [ // Outputs output OnReachedFloor(void) : "Fired when an elevator reaches this floor." ] //==================================================================================================================== // SPAWN //==================================================================================================================== @PointClass base(PlayerClass, Targetname, EnableDisableDisabled, Angles, TeamNum, Studiomodel) Studioprop() = ins_spawnpoint : "Spawnpoint" [ spawnflags(flags) = [ 1 : "Controlled by a Spawn Zone" : 0 ] StartDisabled(boolean) : "Start Disabled" : 0 : "Start disabled. Ignored if controlled by spawn zone" controlpoint(target_destination) : "Associated Control Point" : : "The team_control_point associated with this spawn. Ownership of control points will control this spawn point's enabled state." SquadID(integer) : "Associated Squad" : -1 : "If >=0, this spawn point will be associated with the given squad ID" ] @PointClass base(Angles, Targetname) iconsprite("editor/ins_viewpoint.vmt") color(255 0 0) = ins_viewpoint : "Viewpoint" [ ] //==================================================================================================================== // DEFAULT THEATER ENTITIES //==================================================================================================================== @PointClass base(Angles, Targetname, TeamNum, Studiomodel, BaseGrenade) studio( "models/weapons/w_c4.mdl" ) = grenade_c4 : "Security C4" [ ] @PointClass base(Angles, Targetname, TeamNum, Studiomodel, BaseGrenade) studio( "models/weapons/w_ied.mdl" ) = grenade_ied : "Insurgent C4 (IED)" [ ]