Ricochet.fgd

From Valve Developer Community
Jump to: navigation, search
Ricochet Level Creation

This is a text file used internally by a Valve technology, such as Source engine.

To open this file, copy the following text into a text editor such as 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.

// Ricochet FGD file
// By SiPlus
// April 4, 2012 revision
// For Hammer 3.5
// http://developer.valvesoftware.com/wiki/Ricochet_Level_Creation
// Requires Half-Life FGD
@SolidClass = worldspawn : "World entity"
[
	message(string) : "Map Description / Title"
	skyname(string) : "environment map (cl_skyname)" : "disc"
	sounds(integer) : "CD track to play" : 1
	light(integer) : "Default light level"
	WaveHeight(string) : "Default Wave Height"
	MaxRange(string) : "Max viewable distance" : "4096"
	chaptertitle(string) : "Chapter Title Message"
	startdark(choices) : "Level Fade In" : 0 =
	[	
		0 : "No"
		1 : "Yes"
	]
	gametitle(choices) : "Display game title" : 0 = 
	[	
		0 : "No"
		1 : "Yes"
	]
	newunit(choices) : "New Level Unit" : 0 = 
	[
		0 : "No, keep current"
		1 : "Yes, clear previous levels"
	]
	mapteams(string) : "Map Team List"
	defaultteam(choices) : "Default Team" : 0 = 
	[
		0 : "Fewest Players"
		1 : "First Team"
	]
	no_arena(choices) : "Game mode" : 1 =
	[
		0 : "Arena"
		1 : "Deathmatch"
	]
]
@PointClass base(PlayerClass) = info_player_start []
@PointClass base(PlayerClass) studio("models/ricochet/male.mdl") = info_player_deathmatch
[
	target(target_destination) : "Target"
	master(string) : "Master"
]

@PointClass base(Angles) = info_ricochet []
@PointClass base(PlayerClass) studio("models/ricochet/head.mdl") = info_player_spectator
[
	target(target_destination) : "Target"
	master(string) : "Master"
]
@PointClass size(-16 16 0,16 16 16) base(PlayerClass, Targetname) studio("models/ricochet/head.mdl") = info_teleport_destination []
@PointClass size(-16 -16 -16, 16 16 32) base(Weapon, Targetx) studio("models/ricochet/pow_visual.mdl") = item_powerup []
@SolidClass = trigger_discreturn []
@SolidClass = trigger_fall []
@SolidClass base(Target) = trigger_jump
[
        height(integer) : "Height" : 128
]