Sdk.fgd/Source 2007
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January 2024
January 2024
From: \common\SourceSDK\bin\source2007\bin\sdk.fgd
Note:This is identical to the Source 2009 one.
@SolidClass base(Targetname, RenderFields, Global, Shadow) = my_brush_entity : "Tutorial brush entity." [ // Inputs input Toggle(void) : "Toggles the entity visible and invisible." ] @PointClass base(Targetname) = my_logical_entity : "Tutorial logical entity." [ threshold(integer) : "Threshold" : 1 : "Number of ticks before the entity will fire its OnThreshold output." // Inputs input Tick(void) : "Adds one tick to the entity's count." // Outputs output OnThreshold(void) : "Fired when the number of recorded ticks reaches the specified threshold." ] @PointClass base(Targetname, Angles) studio("models/gibs/airboat_broken_engine.mdl") = my_model_entity : "Tutorial model entity." [ // Inputs input Toggle(void) : "Starts and stops the entity moving." ] @PointClass base(Angles,Targetname,Parentname) = env_sparkler : "Tutorial special effect." [ scale(float) : "Scale" : 1 : "Scale of the effect in world units." // Inputs input Toggle(void) : "Toggles the state of the effect on and off." input Scale(float) : "Scales the effect up and down via a float parameters." ] @PointClass base(Targetname) = logic_game_message : "Tutorial entity to post message to player." [ text(string) : "Text" : "" : "Text to be posted to the player." // Inputs input DisplayMessage(void) : "Causes the message stored in the text field to be displayed to the local player." ] @PointClass base(Angles,Targetname,EnableDisable) studio("models/editor/playerstart.mdl") = info_player_deathmatch : "This entity marks the start point for players in deathmatch." [ ] @PointClass base(Angles,Targetname,EnableDisable) size(-16 -16 0, 16 16 72) = info_player_blue : "This entity marks the start point for Blue team players, in teamplay." [ ] @PointClass base(Angles,Targetname,EnableDisable) size(-16 -16 0, 16 16 72) = info_player_red : "This entity marks the start point for Red team players, in teamplay." [ ] //------------------------------------------------------------------------- // // Vehicles. // //------------------------------------------------------------------------- @BaseClass base(Targetname, Origin, Global, prop_static_base) = BaseVehicle [ vehiclescript(string) : "Vehicle Script File" : "scripts/vehicles/jeep_test.txt" actionScale(float) : "Scale of action input / framerate" : "1" // Inputs input Action(float) : "Set the speed of the action animation" input TurnOn(void) : "Turn on: Start engine & enable throttle" input TurnOff(void) : "Turn off: Stop engine, disable throttle, engage brakes." input Lock(void) : "Prevent the player from entering or exiting the vehicle." input Unlock(void) : "Re-allow the player to enter or exit the vehicle." ] @BaseClass base(BaseVehicle) = BaseDriveableVehicle [ VehicleLocked(choices) : "Start locked" : 0 = [ 0 : "No" 1 : "Yes" ] // Outputs output PlayerOn(void) : "Player entered the vehicle" output PlayerOff(void) : "Player exited the vehicle" output PressedAttack(void) : "Player Pressed attack key" output PressedAttack2(void) : "Player Pressed attack2 key" output AttackAxis(string) : "State of attack button [0,1]" output Attack2Axis(string) : "State of attack2 button [0,1]" // Inputs input HandBrakeOn(void) : "Turns the handbrake on" input HandBrakeOff(void): "Releases the handbrake" ] @PointClass base(BaseVehicle) studioprop() = prop_vehicle : "Studiomodel vehicle that can be driven via inputs." [ // Inputs input Steer(float) : "Steer the vehicle +/-1" input Throttle(float) : "Throttle +/-1" spawnflags(flags) = [ 1 : "Always Think (Run physics every frame)" : 0 ] ] @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_driveable : "Generic driveable studiomodel vehicle." [ ] @PointClass base(BaseDriveableVehicle) studioprop() = prop_vehicle_jeep : "Driveable studiomodel jeep." [ ]