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TeamSpen210 committed Feb 17, 2020
2 parents c13e83d + ee810dd commit 9578091
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Showing 167 changed files with 13,954 additions and 23 deletions.
2 changes: 1 addition & 1 deletion fgd/bases/BaseNPC.fgd
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[
target(target_destination) : "Target Path Corner" : : "If set, the name of a path corner entity that this NPC will walk to, after spawning."

ExpressionOverride(sound) : "Enter a VCD file to override facial expressions on this NPC."
ExpressionOverride(sound) : "Expression Override" : : "Enter a VCD file to override facial expressions on this NPC."

DontUseSpeechSemaphore[engine](boolean) : "Don't Use Speech Semaphore?" : 0
DontUseSpeechSemaphore(choices) : "Don't Use Speech Semaphore?" : 0 : "Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks." =
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2 changes: 1 addition & 1 deletion fgd/point/ai/ai_npc_eventresponsesystem.fgd
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Expand Up @@ -2,7 +2,7 @@
@PointClass base(BaseEntityPoint)
appliesto(ASW, EP1, EP2, HL2, P1, P2)
autovis(AI, AI Event Response System)
size(-8 -8 -8, 8 8 8)
iconsprite("editor/ficool2/ai_npc_eventresponsesystem")
= ai_npc_eventresponsesystem: "An entity that allows you to generate events for nearby friendly NPCs to respond to."
[

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4 changes: 4 additions & 0 deletions fgd/point/asw/asw_parasite_defanged.fgd
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@NpcClass base(asw_parasite)
= asw_parasite_defanged: "A defanged version of the parasite Swarm alien, which is unable to infest anything."
[
]
1 change: 1 addition & 0 deletions fgd/point/comp/comp_entity_finder.fgd
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Expand Up @@ -23,6 +23,7 @@
targetref(target_destination): "Reference position" : : "If set, look for entities close to this entity instead of the comp_entity_finder."
blacklist(target_destination): "Search Blacklist" : : "If set, ignore entities matching this name."
teleporttarget(boolean): "Teleport Target To Me" : 0 : "Move the found entity to the location of this entity or that of the reference."
makeunique(boolean): "Make Target Unique" : 0 : "Append a numeric suffix to the target's name to make it unique."

sep1(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""

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58 changes: 58 additions & 0 deletions fgd/point/comp/comp_numeric_transition.fgd
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@PointClass
appliesto(srctools)
base(logic_relay)
line(255 255 255, targetname, target)
= comp_numeric_transition : "When triggered, animates a keyvalue/input over time with various options."
[
target(target_destination) : "Entity to Control" : : "The entity which the outputs will be directed to."
opt_name(string) : "Keyvalue/Input Name" : "SetSpeed" : "The name of the keyvalue or input to change." +
"If the target is not an entity findable by the postcompiler, IO Type must be set."

io_type[engine](string) : "I/O Type" : "auto"
io_type(choices) : "I/O Type" : "auto" : "The method used to control an entity. " +
"If Input, use the input name provided." +
"If KeyValue, use AddOutput to change the keyvalue." +
"If Auto, examine the entity class that is being controlled to determine the appropriate mode." =
[
"auto" : "Automatic"
"io": "Input"
"kv" : "KeyValue (AddOutput)"
]

transform(choices) : "Value Type" : "speed" : "The behaviour of the input, used to control what actual values are sent. Regardless of this value, the other options are 'position'-type values!" = [
"set" : "Instantly Set"
"moveto" : "Move to value"
"speed" : "Adjust Speed"
"light" : "Light Pattern"
]

line_trans2(string) readonly : "-------------------------------------------"

beat_interval(float) : "Beat Interval" : "0.1" : "Time between each output. Smaller values are more accurate, but increase the outputs generated."
delay(float) : "Start Delay" : "0.0" : "Wait this amount of time after being triggered before animating."
duration(float) : "Duration" : 5 : "Time the change will take."
startval(float) : "Start Value" : 0 : "Starting value. If the Value Type is Light Pattern, these may be a-z letters."
endval(float): "Ending Value" : 100 : "Ending value. If the Value Type is Light Pattern, these may be a-z letters."

line_trans3(string) readonly : "-------------------------------------------"

easing_start(choices) : "Easing Start" : "linear" : "Controls how the animation begins." =
[
"linear" : "None"
"quad" : "Quadratic (x�)"
"cubic": "Cubic (x�)"
"quartic": "Quartic (x^4)" // No symbol for this one in CP1252 :(
// "exp" : "Exponential"
"sine" : "Sinusoidal"
]
easing_end(choices) : "Easing End" : "linear" : "Controls how the animation ends." =
[
"linear" : "None"
"quad" : "Quadratic (x�)"
"cubic": "Cubic (x�)"
"quartic": "Quartic (x^4)"
// "exp" : "Exponential"
"sine" : "Sinusoidal"
// "overshoot" : "Overshoot"
]
]
35 changes: 35 additions & 0 deletions fgd/point/comp/comp_scriptvar_setter.fgd
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@PointClass
appliesto(srctools)
base(Origin, Angles)
iconsprite("editor/comp_scriptvar_setter")
studio("models/editor/cone_helper.mdl")
line(255 255 255, targetname, target)
line(255 255 255, targetname, ref)
= comp_scriptvar_setter: "Assigns data or a group of data to a variable in an entity's VScript scope on spawn.\n" +
"To set an array, provide an index in the variable name in the form 'varname[4]'. \n" +
"All the comp_scriptvars pointing to that variable will be collected into a single array literal, with holes filled by *null*. \n" +
"If the brackets are empty, these values will fill those holes and then append to the end in an arbitrary order."
[
target(target_destination) : "Script Entity" : : "The entity to set a variable on."
variable(string) : "Variable Name" : : "The name of the variable to set. A specific array index can be set with the form 'varname[4]'. Alternatively use 'varname[]' to assign them to the first index available. Holes in the array are set to null."
ref(target_destination) : "Reference Entity" : : "If set, a reference entity to use to obtain data from instead of this one."

mode[engine](string) : "Mode" : "pos"
mode(choices) : "Mode" : "pos" : "The kind of data to read. " +
"For Constant, the position/reference is ignored completely. " +
"For Entity Handle to be useful, only one reference entity should exist. " +
"For Offset, it's the offset of the reference relative to this entity." =
[
"const" : "Constant"
"name" : "Entity Name"
"handle" : "Entity Handle"
"pos" : "Position"
"ang" : "Angle (as vector)"
"off" : "Offset"
"x": "Forward Direction"
"y": "Left Direction"
"z": "Up Direction"
]

const(string) : "Scale / Constant" : : "A scale factor for the data, or a constant to use directly in that mode."
]
18 changes: 18 additions & 0 deletions fgd/point/comp/comp_vactube_end.fgd
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@PointClass base(BaseEntityPoint)
appliesto(P2, srctools)
autovis(Vactubes, Vac Paths)
studio("models/editor/vactubes/end_point.mdl")
sphere(radius)
= comp_vactube_end : "Marks the end point of a vactube. Objects reaching here will be cleaned up."
[
radius(float) : "Cube Radius" : 0 : "The radius to search for cubes in for droppers. If zero, this is a regular endpoint, and the rest of the options have no effect."
autorespawn(boolean) : "Auto Respawn" : 1 : "Automatically respawn cubes when destroyed."

filtername(target_destination) : "Filter" : : "The filter_activator_name to set to point at the cube."
template(target_destination) : "Template" : : "The point_template to set to spawn the cube."

input RequestSpawn(void) : "Request a cube to be spawned and routed here."
input FireCubeUser1(void) : "FireUser1 at the cube, for dissolving existing ones."
output OnCubeArrived(void) : "Triggered when the cube has arrived to be dispensed."
output OnFizzled(void) : "Fired when the cube is fizzled, and autorespawn is enabled."
]
24 changes: 24 additions & 0 deletions fgd/point/comp/comp_vactube_junction.fgd
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@PointClass base(Angles)
appliesto(P2, srctools)
autovis(Vactubes, Vac Paths)
studioprop()
= comp_vactube_junction : "Marks a junction in a vactube, where they're forced to change direction. Scanner models near straight nodes will be detected automatically."
[
model(choices) : "Type" : "models/editor/vactubes/straight.mdl" : "The size and type of junction. Splitters split the tube into two paths." = [
"models/editor/vactubes/straight.mdl" : "Straight / Scanner"
"models/editor/vactubes/curve_1.mdl" : "Curve: 1"
"models/editor/vactubes/curve_2.mdl" : "Curve: 2"
"models/editor/vactubes/curve_3.mdl" : "Curve: 3"
"models/editor/vactubes/curve_4.mdl" : "Curve: 4"
"models/editor/vactubes/curve_5.mdl" : "Curve: 5"
"models/editor/vactubes/curve_6.mdl" : "Curve: 6"
"models/editor/vactubes/splitter_straight.mdl" : "Splitter: Straight"
"models/editor/vactubes/splitter_sides.mdl" : "Splitter: Left/Right"
]

skin(choices) : "Curve Direction" : 0 : "Reverse the direction, to make placing easier. Does not apply to splitters." = [
0 : "Forward"
1 : "Backward"
]
output OnPass(void) : "Fired when a cube passes by."
]
26 changes: 26 additions & 0 deletions fgd/point/comp/comp_vactube_object.fgd
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@PointClass
appliesto(P2, srctools)
autovis(Vactubes, Vac Globals)
studioprop()
= comp_vactube_object : "Registers objects that can appear in the tubing."
[
model(studio) : "Vac Model" : : "Specifies the model used while in the vactube."
skin(integer) : "Vac Skin" : : "Skin for the vactube model."
offset(vecline) : "Offset" : : "The centerpoint of the model for positioning."
weight(int) : "Weight" : 1 : "The number of extra 'chances' for this to spawn."

tv_skin[engine](integer) : "TV Skin" : 0
tv_skin(choices) : "TV Skin" : 0 : "The skin to display on scanner TVs." =
[
0 : "Blank"
1 : "Chair"
2 : "Table"
3 : "Cube"
4 : "Hover turret / Core / Sphere"
5 : "Turret"
6 : "Boxed Turret"
]

cube_model(studio) : "Cube Model" : : "If set, the model for the real cube version."
cube_skin(integer) : "Cube Skin" : 0 : "The specific skin to detect on the real cubes."
]
16 changes: 16 additions & 0 deletions fgd/point/comp/comp_vactube_start.fgd
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@PointClass base(BaseEntityPoint)
appliesto(P2, srctools)
autovis(Vactubes, Vac Paths)
studio("models/editor/vactubes/start_point.mdl")
= comp_vactube_start : "Marks the start point of a vactube. This is where they spawn."
[
speed(float) : "Object Speed" : 800.0 : "Set the speed of the objects produced from here, in units per second."
timer(boolean) : "Trigger automatically" : 1 : "If true, randomly trigger automatically."
time_min(float) : "Minimum Time" : 0.15 : "The minimum time between objects."
time_max(float) : "Maximum Time" : 0.5 : "The maximum time between objects."

input ForceSpawn(void) : "Force an object to spawn immediately."
input EnableTimer(void) : "Enable the automatic timer."
input DisableTimer(void) : "Disable the automatic timer."
output OnSpawned(void) : "Fired when the cube spawns."
]
2 changes: 1 addition & 1 deletion fgd/point/env/env_physimpact.fgd
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@@ -1,6 +1,6 @@
@PointClass base(BaseEntityPoint)
line(255 255 255, targetname, directionentityname)
iconsprite("editor/env_physexplosion.vmt")
iconsprite("editor/ficool2/env_physimpact.vmt")
sphere(distance)
color(128 128 128)
= env_physimpact: "An entity that will cause a physics impact on another entity."
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8 changes: 8 additions & 0 deletions fgd/point/filter/filter_activator_team.fgd
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Expand Up @@ -24,4 +24,12 @@
2: "Survivor"
3: "Infected"
]

filterteam[P2](choices) : "Filter Team Number" : 0 : "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: "P-Body"
3: "ATLAS"
]
]
9 changes: 8 additions & 1 deletion fgd/point/filter/filter_activator_tfteam.fgd
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Expand Up @@ -3,7 +3,14 @@
autovis(Logic, Filters)
iconsprite("editor/filter_team.vmt")
line(0 255 0, targetname, controlpoint)
= filter_activator_tfteam: "A filter that filters by the team of the activator. 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."
= filter_activator_tfteam: "A filter that filters by the team of the activator. "
[
negated(choices) : "Filter Mode" : 0 : "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." =
[
0: "Allow entities that match criteria"
1: "Disallow entities that match criteria"
]
negated[engine](boolean) : "Filter Mode" : 0
controlpoint(target_destination) : "Associated Control Point" : : "The team_control_point associated with this filter. The filter does NOT need an associated control point to function properly, but ownership of the control point will control the team number the filter uses (setup during each round start)."
]
2 changes: 1 addition & 1 deletion fgd/point/generic/generic_actor.fgd
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@@ -1,6 +1,6 @@
@PointClass base(BaseNPC, SetModel)
studio()
bbox(-4 -4 -4, 4 4 4)
size(-4 -4 -4, 4 4 4)
= generic_actor: "Generic Actor NPC"
[
hull_name[engine](string) : "Hull type" : "HUMAN_HULL"
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4 changes: 2 additions & 2 deletions fgd/point/hammer/hammer_notes.fgd
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@@ -1,4 +1,3 @@

@PointClass
iconsprite("editor/ts_book.vmt")
line(255 255 255, targetname, linename1)
Expand All @@ -8,7 +7,8 @@
worldtext()
= hammer_notes: "Fake entity to store notes and comments inside. Won`t spawn."
[
message(string) : "Display Message" : : "Text to display in the 3D view."
// If not in CSGO, this isn't going to do anything.
message[since_CSGO](string) : "Display Message" : : "Text to display in the 3D view."
textsize(float) : "Text Size" : 10 : "Text Size."
color(color255) : "Color" : "255 255 255"

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2 changes: 1 addition & 1 deletion fgd/point/info/info_radar_target.fgd
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@@ -1,5 +1,5 @@
@PointClass base(BaseEntityPoint, EnableDisable)
appliesto(EP1, EP2, HL2, P1, ASW)
appliesto(EP2, HL2, P1, ASW)
iconsprite("editor/info_target.vmt")
sphere(radius) = info_radar_target: "Jalopy Radar Beacon"
[
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1 change: 1 addition & 0 deletions fgd/point/logic/logic_achievement.fgd
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@@ -1,5 +1,6 @@
@PointClass base(BaseEntityPoint, EnableDisable)
autovis(Point Entities, Globals, Achievements)
iconsprite("editor/logic_achievement")
= logic_achievement: "Sends an achievement system related event from the map to the achievement system."
[
achievementevent[engine](string) : "Achievement Event" : : "Named event is sent to the achievement system when this entity receives a 'FireEvent' input."
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2 changes: 1 addition & 1 deletion fgd/point/npc/npc_advisor.fgd
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@@ -1,5 +1,5 @@
@NpcClass base(BaseNPC)
appliesto(EP1, EP2, HL2, P1, ASW)
appliesto(EP2, P1, ASW)
autovis(NPCs, Combine, Combine Advisor)
studio() = npc_advisor: "An adorable sluglike alien with benevolent psychic powers."
[
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4 changes: 2 additions & 2 deletions fgd/point/npc/npc_antlion_grub.fgd
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@@ -1,10 +1,10 @@
@NpcClass base(BaseEntityPhysics)
appliesto(EP1, EP2, HL2, P1, ASW)
appliesto(EP2, P1, ASW)
autovis(NPCs, Antlions, Antlion Grub)
studio("models/antlion_grub.mdl")
sphere(fademindist)
sphere(fademaxdist)
= npc_antlion_grub: "Antlion grub"
= npc_antlion_grub: "Antlion grubs, seen in EP2."
[
spawnflags(flags) : "spawnflags" =
[
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2 changes: 1 addition & 1 deletion fgd/point/npc/npc_clawscanner.fgd
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@@ -1,5 +1,5 @@
@NpcClass base(npc_cscanner)
appliesto(EP1, EP2, HL2, P1, ASW)
appliesto(EP1, EP2, P1, ASW)
autovis(NPCs, Combine, Combine Claw Scannner)
studio("models/shield_scanner.mdl")
= npc_clawscanner: "Claw Scanner"
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4 changes: 2 additions & 2 deletions fgd/point/npc/npc_headcrab_black.fgd
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@@ -1,7 +1,7 @@

@NpcClass base(BaseHeadcrab)
appliesto(EP1, EP2, HL2, P1, ASW)
autovis(NPCs, Headcrabs, Black Headcrab)
studio("models/Headcrabblack.mdl") = npc_headcrab_black: "Black Headcrab"
autovis(NPCs, Headcrabs, Poison Headcrab)
studio("models/Headcrabblack.mdl") = npc_headcrab_black: "Black Poison Headcrab"
[
]
6 changes: 6 additions & 0 deletions fgd/point/npc/npc_headcrab_poison.fgd
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@NpcClass base(BaseHeadcrab)
appliesto(EP1, EP2, HL2, P1, ASW)
autovis(NPCs, Headcrabs, Poison Headcrab)
studio("models/Headcrabblack.mdl") = npc_headcrab_poison: "Black Poison Headcrab"
[
]
2 changes: 1 addition & 1 deletion fgd/point/npc/npc_hunter.fgd
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@@ -1,5 +1,5 @@
@NpcClass base(BaseNPC)
appliesto(EP1, EP2, HL2, P1, ASW)
appliesto(EP2, P1, ASW)
autovis(NPCs, Combine, Combine Hunter)
studio("models/hunter.mdl")
= npc_hunter: "A smaller, faster, strider that can pursue the player into buildings."
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3 changes: 1 addition & 2 deletions fgd/point/npc/npc_magnusson.fgd
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@@ -1,6 +1,5 @@

@NpcClass base(TalkNPC)
appliesto(EP1, EP2, HL2, P1, ASW)
appliesto(EP2, P1, ASW)
autovis(NPCs, Rebels, Dr. Magnusson)
studio() = npc_magnusson: "Magnusson"
[
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3 changes: 1 addition & 2 deletions fgd/point/npc/npc_zombine.fgd
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@@ -1,6 +1,5 @@

@NpcClass base(BaseNPC)
appliesto(EP1, EP2, HL2, P1, ASW)
appliesto(EP1, EP2, P1, ASW)
autovis(NPCs, Zombies, Zombine)
studio("models/Zombie/zombie_soldier.mdl") = npc_zombine: "Combine Soldier Zombie"
[
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2 changes: 1 addition & 1 deletion fgd/point/player/player_loadsaved.fgd
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@@ -1,5 +1,5 @@
@PointClass base(BaseEntityPoint)
size(-8 -8 -8, 8 8 8)
iconsprite("editor/ficool2/player_loadsaved")
= player_loadsaved: "Load Auto-Saved game"
[
duration(string) : "Fade Duration (seconds)" : "2"
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2 changes: 1 addition & 1 deletion fgd/point/point/point_flesh_effect_target.fgd
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@@ -1,4 +1,4 @@
@PointClass base(BaseEntityPoint)
@PointClass base(BaseEntityPoint) appliesto(since_EP2)
sphere(radius)
= point_flesh_effect_target: "Area of affect for the $flesh shader."
[
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3 changes: 1 addition & 2 deletions fgd/point/weapon/weapon_striderbuster.fgd
Original file line number Diff line number Diff line change
@@ -1,6 +1,5 @@

@PointClass base(BasePropPhysics)
appliesto(EP1, EP2, HL2, P1, ASW)
appliesto(EP2, P1, ASW)
autovis(Weapons, HL2 Weapons, Strider Buster)
studioprop()
sphere(fademindist)
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7 changes: 7 additions & 0 deletions hammer/materials/editor/comp_scriptvar_setter.vmt
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Sprite
{
$baseTexture "editor/comp_scriptvar_setter"
$spriteorientation "vp_parallel"
$spriteorigin "[ 0.50 0.50 ]"
$no_fullbright 1
}
Binary file added hammer/materials/editor/comp_scriptvar_setter.vtf
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7 changes: 7 additions & 0 deletions hammer/materials/editor/logic_achievement.vmt
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@@ -0,0 +1,7 @@
"Sprite"
{
"$spriteorientation" "vp_parallel"
"$spriteorigin" "[ 0.50 0.50 ]"
"$baseTexture" "editor/logic_achievement"
"$no_fullbright" 1
}
Binary file added hammer/materials/editor/logic_achievement.vtf
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5 changes: 5 additions & 0 deletions hammer/materials/models/editor/vactube_arrow.vmt
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@@ -0,0 +1,5 @@
VertexlitGeneric
{
$basetexture "models/editor/vactube_arrow"
$alphatest 1
}
Binary file added hammer/materials/models/editor/vactube_arrow.vtf
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