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//====== Compiled by Terrenteller =======
//
// Purpose: Left 4 Dead game definition file (.fgd)
//
// Note: The current contents of this .fgd is based on unofficial data based on data mining.
// The current contents may be largely incomplete or, in some cases, incorrect.
//
// To Do: func_orator, func_simpleladder, trigger_auto_crouch
//
//=============================================================================
//-------------------------------------------------------------------------
//
// Includes
//
//-------------------------------------------------------------------------
@include "base.fgd"
//-------------------------------------------------------------------------
//
// Base Classes
//
//-------------------------------------------------------------------------
@BaseClass = Empty []
//-------------------------------------------------------------------------
//
// Environment Class
//
//-------------------------------------------------------------------------
@PointClass base(Empty) = env_detail_controller : "-Unknown- | Perhaps controls the fade distance of detail objects."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
fademindist(integer) : "Minimum fade distance"
fademaxdist(integer) : "Maximum fade distance"
]
@PointClass base(Empty) = env_outtro_stats : "Rolls the credits and ending statistics."
[
targetname(target_source) : "Name"
// Inputs
input RollCredits(void) : "Roll the credits."
input RollStatsCrawl(void) : "Roll the ending statistics."
input SkipStateChanged(void) : "-Unknown-"
]
@PointClass base(Empty) iconsprite("editor/env_tonemap_controller.vmt") = env_tonemap_controller_ghost : "An entity that controls the HDR tonemapping for the spectatating(?) players. Think of it as a method of controlling the exposure of the player's eyes."
[
targetname(target_source) : "Name"
// Inputs
input SetTonemapScale(void) : "Set the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open."
input BlendTonemapScale(string) : "Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open."
input UseDefaultAutoExposure(void) : "Revert to using the default tonemap auto exposure."
input SetAutoExposureMin(float) : "Set a custom tonemap auto exposure minimum."
input SetAutoExposureMax(float) : "Set a custom tonemap auto exposure maximum."
input SetBloomScale(float) : "Set a custom bloom scale."
input SetTonemapRate(float) : "Set the rate for autoexposure adjustment."
]
@PointClass base(Empty) iconsprite("editor/env_tonemap_controller.vmt") = env_tonemap_controller_infected : "An entity that controls the HDR tonemapping for the infected players. Think of it as a method of controlling the exposure of the player's eyes."
[
targetname(target_source) : "Name"
// Inputs
input SetTonemapScale(void) : "Set the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open."
input BlendTonemapScale(string) : "Blend from the player's current tonemap scale to a new one. The parameter syntax is as follows: <target tonemap scale> <blend duration>. For example: '0.5 10' would blend from the current tonemap scale to 0.5 over a period of 10 seconds. Tonemap scale is a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open."
input UseDefaultAutoExposure(void) : "Revert to using the default tonemap auto exposure."
input SetAutoExposureMin(float) : "Set a custom tonemap auto exposure minimum."
input SetAutoExposureMax(float) : "Set a custom tonemap auto exposure maximum."
input SetBloomScale(float) : "Set a custom bloom scale."
input SetTonemapRate(float) : "Set the rate for autoexposure adjustment."
]
//-------------------------------------------------------------------------
//
// Filter Class
//
//-------------------------------------------------------------------------
@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 : "Survivor"
3 : "Infected"
]
]
//-------------------------------------------------------------------------
//
// Function Class
//
//-------------------------------------------------------------------------
@SolidClass base(Targetname, Parentname, Origin, RenderFields,DamageFilter, Button) = func_button :
"A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position."
[
movedir(angle) : "Move Direction (Pitch Yaw Roll)" : "0 0 0" : "Specifies the direction of motion to move when the button is used."
speed(integer) : "Speed" : 5 : "The speed that the button moves, in inches per second."
health(integer) : "Health (Obsolete)" : 0 : "Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead."
lip(integer) : "Lip" : 0 : "The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall."
master(string) : "Master (Obsolete)" : : "Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed."
sounds(choices) : "Sounds" : 0 =
[
0: "None (Silent)"
1: "Big zap & Warmup"
2: "Access Denied"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
11: "Buzz Off"
12: "latch locked"
13: "Latch Unlocked"
14: "Lightswitch"
15: "small bleek"
16: "small deny"
17: "small doop"
18: "small tech deny"
19: "click and combine screen fuzz"
20: "roomy beep"
21: "lever or wheel: turn + move sqeek"
22: "lever or wheel: latch + release gas"
23: "lever or wheel: ratchet + sqeek"
24: "lever or wheel: large ratchet"
25: "lever or wheel: clanky + gas release"
26: "lever or wheel: latch + large metal thud"
27: "lever or wheel: smaller ratchet"
28: "lever or wheel: smaller lever move"
31: "shock buzz"
32: "clickbeep"
33: "tech blip"
34: "clickbeepbeep open"
35: "small high blip"
36: "small tech fuzz blip"
37: "small click bleep (change to lightswitch)"
40: "combine door lock - locked"
41: "combine blip growl"
42: "combine squick growl"
43: "combine whine purr"
44: "combine click talk"
45: "combine click growl fizz"
46: "combine click fizz (deny)"
47: "combine click talker"
]
wait(integer) : "Delay Before Reset (-1 stay)" : 3 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns."
spawnflags(flags) =
[
1: "Don't move" : 0
32: "Toggle" : 0
256: "Touch Activates": 0
512: "Damage Activates": 0
1024: "Use Activates" : 1
2048: "Starts locked" : 0
4096: "Sparks" : 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"
]
unlocked_sound(choices) : "Unlocked Sound" : 0 : "Sound played when the button is unlocked." =
[
0: "None"
1: "Big zap & Warmup"
3: "Access Granted"
4: "Quick Combolock"
5: "Power Deadbolt 1"
6: "Power Deadbolt 2"
7: "Plunger"
8: "Small zap"
9: "Keycard Sound"
10: "Buzz"
13: "Latch Unlocked"
14: "Lightswitch"
]
locked_sentence(choices) : "Locked Sentence" : 0 : "A sentence played when the player tries to use the button, and fails because it's locked." =
[
0: "None"
1: "Gen. Access Denied"
2: "Security Lockout"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance Door"
9: "Broken Shut Door"
]
unlocked_sentence(choices) : "Unlocked Sentence" : 0 : "A sentence played when the button is unlocked." =
[
0: "None"
1: "Gen. Access Granted"
2: "Security Disengaged"
3: "Blast Door"
4: "Fire Door"
5: "Chemical Door"
6: "Radiation Door"
7: "Gen. Containment"
8: "Maintenance area"
]
_minlight(string) : "Minimum Light Level" : : "The minimum level of ambient light that hits this brush."
glow(target_destination) : "Target Object" : : "The object to make glow when button can be used."
]
@SolidClass base(Empty) = func_detail_blocker : "When touching a displacement, this entity prevents detail props from being displayed. Useful for creating paths in heavy detailed areas." []
@SolidClass base(Empty) = func_nav_blocker : "Blocks bot navigation in Left 4 Dead."
[
targetname(target_source) : "Name"
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
teamToBlock(choices) : "Team" : 2 =
[
-1 : "-1"
0 : "0"
1 : "1"
2 : "2"
]
]
@SolidClass base(Empty) = func_orator : "-Unknown-"
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
model(studio) : "World Model"
spawnflags(flags) =
[
1 : "-Unknown-" : 0
]
]
@SolidClass base( Targetname, Parentname, EnableDisable, Shadow, RenderFxChoices, RenderFields, Global ) = func_playerinfected_clip : "A brush entity in Left 4 Dead which prevents infected players in versus from accessing an area. Appears as a white no access symbol in-game which is only visible when the player is standing close. "
[
Solidity(choices) : "Solidity" : 0 : "Used to control the solidity/collision of these brushes." =
[
0 : "Toggle"
1 : "Never Solid"
2 : "Always Solid"
]
spawnflags(flags) =
[
1 : "-Unknown-" : 0
2 : "Ignore player +USE" : 1
]
]
@SolidClass base(Targetname, Parentname) = func_precipitation :
"A brush entity that creates particle precipitation inside the volume."
[
renderamt(integer) : "Density (0-100%)" : 5
rendercolor(color255) : "Color (R G B)" : "100 100 100"
preciptype(choices) : "Precipitation Type" : 0 =
[
0 : "Rain"
1 : "Snow"
2 : "Ash"
3 : "Snowfall"
4 : "Rain- No Mercy"
5 : "Cinder- Dead Air"
]
minSpeed(integer) : "Minimum speed"
maxSpeed(integer) : "Maximum speed"
]
@SolidClass base(Empty) = func_precipitation_blocker : "Blocks func_precipitation particles." []
@SolidClass base(Empty) = func_simpleladder : "A simple ladder in Left 4 Dead."
[
team(choices) : "Team" : 0 =
[
0 : "Unassigned (Both?)"
1 : "Survivor"
2 : "Infected"
]
spawnflags(flags) =
[
1 : "-Unknown-" : 0
2 : "-Unknown-" : 0
]
]
@SolidClass base(Empty) = fog_volume : "-Unknown Usage- | Used with an env_fog_controller."
[
targetname(target_source) : "Name"
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
FogName(string) : "Name of associated env_fog_controller."
//FogName(target_destination) : "Name of associated env_fog_controller."
PostProcessName(string) : "Post Process Name"
ColorcorrectionName(string) : "Color Correction Name"
]
//-------------------------------------------------------------------------
//
// Information Class
//
//-------------------------------------------------------------------------
@PointClass base(Empty) size(-8 -8 -8, 8 8 8) = info_changelevel :
"An entity that triggers a level change.\n" +
"Place an info_landmark in both maps that marks the 'same' location in each map.\n"+
"TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on "+
"an env_global in the current level. Create a logic_auto in the next level that checks "+
"for the state set by the env_global.\n\n"+
"To control which entities go through the level transition, create one or more trigger_transitions and "+
"give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map."
[
targetname(target_source) : "Name"
map(string) : "New Map Name"
landmark(target_destination) : "Landmark Name"
// Inputs
input ChangeLevel(void) : "Cause the level change. Use this when triggering the level change with a button, etc."
// Outputs
output OnChangeLevel(void) : "Fired when the level changes."
]
@PointClass base(Empty) size(-8 -8 -8, 8 8 8) = info_director : "The notorious Director."
[
targetname(target_source) : "Name"
// Outputs
output OnGameplayStart(void) : "Fired when the gameplay starts."
output OnPanicEventFinished(void) : "Fired when a panic event finishes."
output OnKilled(void) : "Fired when this entity is killed."
// Inputs
input StartIntro(void) : "Start the intro."
input FinishIntro(void) : "Finish the intro."
input ForceSurvivorPositions(void) : "Force the survivors to their starting positions and disable movement."
input ReleaseSurvivorPositions(void) : "Release the survivors from their starting positions and enable movement."
input PanicEvent(void) : "Force a panic event."
input FireConceptToAny(string) : "-Unknown- | Perhaps a game event or hint trigger?"
]
@PointClass base(EnableDisable) size(-8 -8 -8, 8 8 8) = info_game_event_proxy : "Triggers a game event (for example show a hint) in Left 4 Dead."
[
targetname(target_source) : "Name"
range(integer) : "Range"
event_name(string) : "Event name"
spawnflags(Flags) =
[
1 : "-Unknown-" : 0
]
// Inputs
input GenerateGameEvent(void) : "Generate a game event."
]
@PointClass base(Targetname, Parentname, EnableDisable) = info_goal_infected_chase : "A target for the bot infected in Left 4 Dead." []
@PointClass base(Empty) = info_map_parameters : "Controls map item parameters in Left 4 Dead. Density values can be higher than '1'."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
PropaneTankDensity(float) : "Propane Tank Density" : 1
PistolDensity(float) : "Pistol Density" : 1
PipeBombDensity(float) : "Pipe Bomb Density" : 1
PainPillDensity(float) : "Pain Pill Density" : 1
OxygenTankDensity(float) : "Oxygen Tank Density" : 1
MolotovDensity(float) : "Molotov Density" : 1
ItemClusterRange(integer) : "Item Cluster Range" : 64
GasCanDensity(float) : "Gas Can Density" : 1
FinaleItemClusterCount(float) : "Finale Item Cluster Count" : 2
]
@PointClass base(Empty) studio("models/editor/playerstart.mdl") = info_survivor_position : "A spawnpoint for a specific survivor in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
Order(integer) : "Order" : 1 : "-Unknown-"
SurvivorName(string) : "Survivor Name" : : "The survivor (Bill, Francis, Louis, or Zoey) who spawns at this location."
// Inputs
input SetViewControl(void) : "Sets the camera for the associated survivor of the spawnpoint."
// Outputs
output OnKilled(void) : "Fired when this character dies."
]
@PointClass base(Empty) studio("models/editor/playerstart.mdl") = info_survivor_rescue : "A possible location of a rescueable survivor in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
rescueEyePos(origin) : "Rescue Eye Position"
// Outputs
//output OnIgnite(void) : "Fired when the character catches fire."
//output OnKilled(void) : "Fired when this character dies."
// Inputs
//input SetViewControl(void) : "Sets the camera for the associated survivor of the spawnpoint."
]
@PointClass base(Empty) = info_zombie_spawn : "A select spawnpoint for a random special infected in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
population(string) readonly : "Population" : "church" : "-Unknown-"
// Inputs
input SpawnZombie(void) : "Spawn a special infected at this location."
]
//-------------------------------------------------------------------------
//
// Light Class
//
//-------------------------------------------------------------------------
@PointClass base(Targetname, Angles, Light) lightprop("models/editor/spot.mdl") lightcone() sphere(_fifty_percent_distance) sphere(_zero_percent_distance) = light_spot :
"An invisible and directional spotlight."
[
target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles."
_inner_cone(integer) : "Inner (bright) angle" : 30
_cone(integer) : "Outer (fading) angle" : 45
_exponent(integer) : "Focus" : 1
_distance(integer) : "Maximum distance" : 0 : "This is the distance that light is allowed to cast, in inches."
_castentityshadow(choices) : "Cast entity shadow (dynamic?)" : 0 =
[
0 : "No?"
1 : "Yes?"
]
pitch(integer) : "Pitch" : -90
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass base(Angles) iconsprite("editor/light_env.vmt") = light_directional : "-Unknown- | Perhaps a dynamic env_sun of sorts? Currently non-functional."
[
pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down."
_light(color255) : "Brightness" : "255 255 255 200"
_lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1"
_lightscaleHDR(float) : "BrightnessScaleHDR" : "1" : "Amount to scale the light by when compiling for HDR."
pitch(integer) : "Pitch" : 0 : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down."
SunSpreadAngle(float) : "SunSpreadAngle" : 0 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value."
]
//-------------------------------------------------------------------------
//
// Misc. Class
//
//-------------------------------------------------------------------------
@PointClass base(Empty) = postprocess_controller : "An entity used to control postprocess effects."
[
targetname(target_source) : "Name"
localcontraststrength(float) : "Local Contrast Strength"
localcontrastedgestrength(float) : "Local Constrast Edge Strength"
fadetoblackstrength(float) : "Fade to Black Strength"
fadetime(float) : "Fade Time"
vignettestart(float) : "Vignette Start"
vignetteend(float) : "Vignette End"
vignetteblurstrength(float) : "Vignette Blur Strength"
]
@PointClass base(Targetname) iconsprite("editor/shadow_control.vmt") = shadow_control :
"An entity to control the shadows in the map."
[
angles(string) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This is the shadow direction. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, and roll is the rotation around the X axis."
color(color255) : "Shadow Color" : "128 128 128" : "This is the color of the shadows."
distance(float) : "Maximum Distance" : 75 : "This is the maximum distance the shadow is allowed to cast, in inches."
disableallshadows(Choices) : "All Shadows Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
enableshadowsfromlocallights(choices) : "Enable shadows from local lights" : 0 =
[
0 : "No?"
1 : "Yes?"
]
// Inputs
input color(color255) : "Set the shadow color."
input direction(vector) : "Set the shadow direction."
input SetDistance(float) : "Set the maximum shadow cast distance."
input SetAngles(string) : "Set the shadow direction."
input SetShadowsDisabled(integer) : "Set shadows disabled state."
]
//-------------------------------------------------------------------------
//
// Point Class
//
//-------------------------------------------------------------------------
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") = beam_spotlight : "Perhaps point_spotlight replacement?"
[
spotlightwidth(integer) : "SpotlightWidth" : 32
spotlightlength(integer) : "SpotlightLength" : 128
rendermode(choices) : "Render Mode" : 0 : "Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'." =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
7: "Additive Fractional Frame"
9: "World Space Glow"
10: "Dont Render"
]
rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
renderamt(integer) : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
maxspeed(float) : "Max Speed" : 100 : "Speed of rotation."
HDRColorScale(float) : "HDR color scale." : "1.0" : "Float value to multiply sprite color by when running in HDR mode."
fadescale(float) : "Fade Scale" : 1 : "If you specify a fade in the worldspawn, or if the engine is running under dx7, 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." +
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the beam starts to fade (<0 = use fademaxdist)."
fademaxdist(float) : "End Fade Dist" : 0 : "Maximum distance at which the beam is visible (0 = don't fade out)."
spawnflags(flags) =
[
1 : "Spotlight Start On" : 1
2 : "-Unknown-" : 0
4 : "Rotation Start Active" : 0
]
// Inputs
input LightOff(void) : "Turn the spotlight off"
input LightOn(void) : "Turn the spotlight on"
input Reverse(void) : "Reverse rotation."
input Start(void) : "Start rotation."
input Stop(void) : "Stop rotation"
]
@PointClass base(Empty) = point_deathfall_camera : "If a player is in this camera's FOV, it automatically enables when a player is falling to their death (the same time the player's scream is first heard.)"
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
fov_rate(float) : "FOV Rate" : "1.0"
fov(float) : "FOV" : 90
]
//Based off of point_viewcontroller? Similar to point_deathfall_camera. How does this entity differ from point_viewcontrol? L4D specific replacement?
@PointClass base(Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol_multiplayer :
"A camera entity that controls every player view. While it's active, every player will see out of the camera."
[
targetname(target_source) : "Name"
target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active."
targetattachment(string) : "Target Attachment Name" : : "If set, the camera will focus on the specified attachment on the 'Entity to Look At'."
fov_rate(float) : "FOV Rate" : "1.0"
fov(float) : "FOV" : 90
wait(integer) : "Hold Time" : 10 : "The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag."
moveto(target_destination) : "Path Corner" : : "The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move."
interpolatepositiontoplayer(choices) : "Interpolate Position To Player" : 0 : "Gradually interpolate player's position to here on start. (Episodic only)" =
[
0 : "No"
1 : "Yes"
]
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
8: "Infinite Hold Time" : 0
16:"Snap to goal angles" : 0
32:"Make Player non-solid" : 0
64:"Interruptable by Player" : 0
]
speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track."
acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds."
deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds."
// Inputs
input Enable(void) : "Enable the point_viewcontrol, and start controlling the player's view."
input Disable(void) : "Disable the point_viewcontrol, and stop controlling the player's view."
// Outputs
output OnEndFollow(void) : "Fired when the point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring."
]
//Based off of point_viewcontroller? Similar to point_deathfall_camera.
@PointClass base(Angles,Parentname) studioprop("models/editor/camera.mdl") = point_viewcontrol_survivor :
"A camera entity that controls the view of the survivor players. While it's active, the survivor players will see out of the camera."
[
targetname(target_source) : "Name"
target(target_destination) : "Entity to Look At" : : "Name of the entity that the camera should point at and track while active."
targetattachment(string) : "Target Attachment Name" : : "If set, the camera will focus on the specified attachment on the 'Entity to Look At'."
fov_rate(float) : "FOV Rate" : "1.0"
fov(float) : "FOV" : 90
wait(integer) : "Hold Time" : 10 : "The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag."
moveto(target_destination) : "Path Corner" : : "The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move."
interpolatepositiontoplayer(choices) : "Interpolate Position To Player" : 0 : "Gradually interpolate player's position to here on start. (Episodic only)" =
[
0 : "No"
1 : "Yes"
]
spawnflags(flags) =
[
1: "Start At Player" : 1
2: "Follow Player" : 1
4: "Freeze Player" : 0
8: "Infinite Hold Time" : 0
16:"Snap to goal angles" : 0
32:"Make Player non-solid" : 0
64:"Interruptable by Player" : 0
]
speed(string) : "Initial Speed" : "0" : "The starting speed that the camera moves at, if it's on a path track."
acceleration(string) : "Acceleration units/sec^2" : "500" : "The speed at which the camera accelerates to path corner's desired speeds."
deceleration(string) : "Stop Deceleration units/sec^2" : "500" : "The speed at which the camera decelerates to path corner's desired speeds."
// Inputs
input Enable(void) : "Enable the point_viewcontrol, and start controlling the player's view."
input Disable(void) : "Disable the point_viewcontrol, and stop controlling the player's view."
// Outputs
output OnEndFollow(void) : "Fired when the point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring."
]
//-------------------------------------------------------------------------
//
// Prop Entities
//
//-------------------------------------------------------------------------
@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_car_alarm : "A car that is able to trigger a panic event when disturbed in Left 4 Dead. "
[
// Inputs
input SurvivorStandingOnCar(void) : "Disturb the car."
// Outputs
output OnCarAlarmChirpStart(void) : "Fired when the car alarm chirp starts."
output OnCarAlarmChirpEnd(void) : "Fired when the car alarm chirp stops."
output OnCarAlarmStart(void) : "Fired when the car alarm starts."
output OnCarAlarmEnd(void) : "Fired when the car alarm stops."
]
@PointClass base(prop_dynamic_base,EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_car_glass : "Breakable glass of a car." []
//Derived from prop_door_rotating?
@PointClass base(Targetname, Parentname, Angles, Global, Studiomodel) studioprop() = prop_door_rotating_checkpoint : "A rotating door which serves as an entrance or exit to a checkpoint room in Left 4 Dead."
[
slavename(target_destination) : "Slave Name" : : "The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes)."
body(integer) readonly : "Body" : 1 : "Determines the type of the door."
//[
// 0 : "Invisible Lever"
// 1 : "Visible Lever"
//]
hardware(integer) readonly : "Hardware Type" : 1
//[
// 0 : "<None>"
// 1 : "Lever"
// 2 : "Push bar"
// 3 : "Keypad"
//]
ajarangles(angle) : "Ajar Angles (Pitch Yaw Roll)" : "0 0 0" : "If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed."
spawnpos(choices) : "Spawn Position" : 0 =
[
0 : "Closed"
1 : "Open forward"
2 : "Open back"
3 : "Ajar (use Ajar Angles)"
]
axis(axis) : "Hinge Axis"
distance(float) : "Rotation Distance (deg)" : 90 : "The amount, in degrees, that the door should rotate when opened."
speed(integer) : "Speed" : 100 : "The speed at which the door moves."
soundopenoverride(sound) : "Fully Open Sound" : : "Sound played when the door has finished opening."
soundcloseoverride(sound) : "Fully Closed Sound" : : "Sound played when the door has finished closing."
soundmoveoverride(sound) : "Moving Sound" : : "Sound played when the door starts to move."
returndelay(integer) : "Delay Before close (-1 stay open)" : -1 : "Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself."
dmg(integer) : "Damage Inflicted When Blocked" : 0 : "Amount of damage done to entities that block the movement of this door, per frame."
health(integer) : "Health (0 = Unbreakable)" : 0 // NEEDHELP: Doesn't look like this is hooked up anymore?
soundlockedoverride(sound) : "Locked Sound" : : "Sound played when the player tries to open the door, and fails because it's locked."
soundunlockedoverride(sound) : "Unlocked Sound" : : "Sound played when the door is unlocked."
forceclosed(choices) : "Force Closed" : 0 : "If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects." =
[
0 : "No"
1 : "Yes"
]
spawnflags(flags) =
[
1 : "Starts Open" : 0
//512: "NPCs Can't" : 0
2048: "Starts locked" : 0
4096: "Door silent (No sound, and does not alert NPCs)" : 0
8192: "Use closes" : 1
16384 : "Door silent to NPCS (Does not alert NPCs)" : 0
32768 : "Ignore player +USE" : 0
]
opendir(choices) : "Open Direction" : 0 : "Force the door to open only forwards or only backwards. Both directions is the standard door behavior." =
[
0 : "Open Both Directions"
1 : "Open Forward Only"
2 : "Open Backward Only"
]
// Outputs
output OnClose(void) : "Fired when the door is told to close."
output OnOpen(void) : "Fired when the door is told to open."
output OnFullyOpen(void) : "Fired when the door reaches the fully open position."
output OnFullyClosed(void) : "Fired when the door reaches the fully closed position."
output OnBlockedClosing(void) : "Fired when the door is blocked while closing."
output OnBlockedOpening(void) : "Fired when the door is blocked while opening."
output OnUnblockedClosing(void) : "Fired when the door is unblocked while closing."
output OnUnblockedOpening(void) : "Fired when the door is unblocked while opening."
output OnLockedUse(void) : "Fired when the player uses the door, but it is locked."
// Inputs
input Open(void) : "Open the door, if it is not fully open."
input OpenAwayFrom(string) : "Open the door away from the specified entity."
input Close(void) : "Close the door, if it is not fully closed."
input Toggle(void) : "Toggle the door between open and closed."
input Lock(void) : "Lock the door."
input Unlock(void) : "Unlock the door."
input SetRotationDistance(float) : "Set the distance (in degrees) between Open and Closed."
input SetSpeed(float) : "Set the speed at which the door rotates. 100 is default."
]
@PointClass base(prop_dynamic_base,EnableDisable) sphere(fademindist) sphere(fademaxdist) studio("models/props_interiors/medicalcabinet02.mdl") = prop_health_cabinet : "A cabinet containing first aid kits and pain pills in Left 4 Dead."
[
model(studio) readonly : "World Model" : "models/props_interiors/medicalcabinet02.mdl"
HealthCount(choices) : "Object Count" : 2 : "The number of health regenerating objects inside the cabinet." =
[
1 : "1"
2 : "2"
3 : "3"
4 : "4"
]
]
@PointClass base(prop_dynamic_base) sphere(fademindist) sphere(fademaxdist) studio("models/w_models/weapons/w_minigun.mdl") = prop_minigun : "A static minigun stand in Left 4 Dead."
[
model(studio) readonly : "World Model" : "models/w_models/weapons/w_minigun.mdl" : "Must use the model 'models/w_models/weapons/w_minigun.mdl' to function properly."
MinPitch(float) : "Minimum Pitch" : -60
MaxPitch(float) : "Minimum Pitch" : 10
MaxYaw(float) : "Maximum Yaw" : 90
]
//-------------------------------------------------------------------------
//
// Trigger Entities
//
//-------------------------------------------------------------------------
@SolidClass base(Empty) = trigger_auto_crouch : "Automatically crouch the survivor - part of a system created by Valve to divert the attention from controls so that players are focused on the horroristic environment instead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
origin(origin) : "Origin" : : "The position of this entity's center in the world. Rotating entities rotate around their origin."
spawnflags(flags) =
[
1 : "-Unknown-" : 0
]
]
@PointClass base(Empty) = trigger_finale : "Triggers the finale onslaught."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
model(studio) : "World Model"
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
FirstUseDelay(float) : "First Use Delay" : 5
UseDelay(float) : "Use Delay" : 10
spawnflags(flags) =
[
1 : "-Unknown-" : 0
]
// Outputs
output EscapeVehicleLeaving(void)
output FinaleStart(void)
output FinalePause(void)
output FinalePause_(void)
output UseStart(void)
output UseStart_(void)
output FinaleEscapeStarted(void) : "Fired when the escape vehicle is to arrive."
// Inputs
input FinaleEscapeForceSurvivorPositions(void)
]
@SolidClass base(Trigger) = trigger_multiple : "A trigger volume that can be triggered multiple times."
[
wait(integer) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the trigger_multiple has triggered before it can be triggered again. If set to -1, it will never trigger again (in which case you should just use a trigger_once)."
// Inputs
input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
// Outputs
output OnTrigger(void) : "Fired whenever the trigger is activated."
output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
output OnEntireTeamStartTouch(void) : "Fired when all surviving survivors start touching this trigger."
]
@SolidClass base(TriggerOnce) = trigger_once :
"A trigger volume that removes itself after it is triggered once."
[
// Outputs
output OnTrigger(void) : "Fired whenever the trigger is activated."
output OnEntireTeamStartTouch(void) : "Fired when all surviving survivors start touching this trigger."
]
//-------------------------------------------------------------------------
//
// Weapon Class
//
//-------------------------------------------------------------------------
@PointClass base(Empty) studio("models/props/terror/ammo_stack.mdl") = weapon_ammo_spawn : "A possible spawnpoint for ammo restock in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
model(studio) : "World Model" : "models/props/terror/ammo_stack.mdl"
//count(integer) : "Count" : -1 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "-Unknown-" : 0
2 : "-Unknown-" : 0
]
// Inputs
input Ignite(void) : "Ignite, burst into flames"
input IgniteLifetime(float) : "Ignite, with a parameter lifetime."
input IgniteNumHitboxFires(integer) : "Ignite, with a parameter number of hitbox fires."
input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale."
// Outputs
output OnPlayerTouch(void) : "Fired when a Player touches the ammo stock."
output OnCacheInteraction(void) : "Fired when a Player uses the ammo stock."
output OnIgnite(void) : "Fired when the ammo stock catches fire."
output OnKilled(void) : "Fired when this entity gets removed."
]
@PointClass base(Empty) studio("models/w_models/weapons/w_autoshot_m4super.mdl") = weapon_autoshotgun_spawn : "A possible spawnpoint for automatic shotguns in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 4 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : 0 : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "-Unknown-" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_eq_medkit.mdl") = weapon_first_aid_kit_spawn : "A possible spawnpoint for first aid kits in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
//count(integer) : "Count" : 1 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "-Unknown-" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_sniper_mini14.mdl") = weapon_hunting_rifle_spawn : "A possible spawnpoint for hunting rifles in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 4 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : 0 : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
ssolid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "-Unknown-" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_eq_molotov.mdl") = weapon_molotov_spawn : "A possible spawnpoint for Molotov cocktails in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 1 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "Force Spawn" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_eq_painpills.mdl") = weapon_pain_pills_spawn : "A possible spawnpoint for pain pills in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 1 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "Force Spawn" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_eq_pipebomb.mdl") = weapon_pipe_bomb_spawn : "A possible spawnpoint for pipe bombs in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 1 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "Force Spawn" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_pistol_1911.mdl") = weapon_pistol_spawn : "A possible spawnpoint for pistols in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 4 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : 0 : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "Force Spawn" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_shotgun.mdl") = weapon_pumpshotgun_spawn : "A possible spawnpoint for pump shotguns in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 4 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : 0 : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "-Unknown-" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_rifle_m16a2.mdl") = weapon_rifle_spawn : "A possible spawnpoint for assault rifles in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 4 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : 0 : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "-Unknown-" : 0
]
]
@PointClass base(Empty) studio("models/w_models/weapons/w_smg_uzi.mdl") = weapon_smg_spawn : "A possible spawnpoint for submachineguns in Left 4 Dead."
[
targetname(target_source) : "Name"
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " +
"yaw is the rotation around the Z axis, roll is the rotation around the X axis."
count(integer) : "Count" : 4 : "The number of items to allow pickup."
//ammo(integer) : "Ammo" : 0 : "The amount of ammo this item holds when spawned."
body(integer) : "Body" : 0 : "-Unknown-"
solid(choices) : "Collision Type" : 6 : "Collision Type" =
[
0 : "Not Solid"
2 : "Use Bounding Box"
6 : "Use VPhysics"
]
spawnflags(flags) =
[
1 : "Not Constrained" : 0
2 : "-Unknown-" : 0
]
]
//-------------------------------------------------------------------------
//
// Other
//
//-------------------------------------------------------------------------
@PointClass color(0 0 255) base(Targetname) iconsprite("editor/choreo_scene.vmt") = logic_choreographed_scene :
"Manages a choreographed scene of one or more actors."
[
// Keys
SceneFile(scene) : "Scene file"
// Links
target1(target_destination) : "Target 1"
target2(target_destination) : "Target 2"
target3(target_destination) : "Target 3"
target4(target_destination) : "Target 4"
target5(target_destination) : "Target 5"
target6(target_destination) : "Target 6"
target7(target_destination) : "Target 7"
target8(target_destination) : "Target 8"
busyactor(choices) : "If an Actor is talking..." : 1 : "What to do if an actor this scene needs is already talking when this scene is told to start." =
[
0: "Start immediately"
1: "Wait for actor to finish"
2: "Interrupt at next interrupt event"
3: "Cancel at next interrupt event"
]
// Inputs
input Start(void) : "Starts playback of the scene file"
input Pause(void) : "Pauses playback of the scene file"
input Resume(void) : "Resumes playback of the scene if it has been paused"
input Cancel(void) : "Cancels playback of the scene"
input CancelAtNextInterrupt(void) : "Cancels playback of the scene at the next interrupt event in the scene."
input PitchShift(float) : "Multiplies the the pitch"
input InterjectResponse(string) : "Finds an actor who can respond to the specified concept string while the scene continues playing"
input StopWaitingForActor(void) : "Stop waiting on an actor to stop talking."
// Outputs
output OnStart(void) : "The scene has started"
output OnCompletion(void) : "The scene has completed"
output OnCanceled(void) : "The scene has been canceled"
output OnTrigger1(void) : "Scene trigger 1"
output OnTrigger2(void) : "Scene trigger 2"
output OnTrigger3(void) : "Scene trigger 3"
output OnTrigger4(void) : "Scene trigger 4"
output OnTrigger5(void) : "Scene trigger 5"
output OnTrigger6(void) : "Scene trigger 6"
output OnTrigger7(void) : "Scene trigger 7"
output OnTrigger8(void) : "Scene trigger 8"
output OnTrigger9(void) : "Scene trigger 9"
output OnTrigger10(void) : "Scene trigger 10"
output OnTrigger11(void) : "Scene trigger 11"
output OnTrigger12(void) : "Scene trigger 12"
output OnTrigger13(void) : "Scene trigger 13"
output OnTrigger14(void) : "Scene trigger 14"
output OnTrigger15(void) : "Scene trigger 15"
output OnTrigger16(void) : "Scene trigger 16"
onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =
[
0 : "Do Nothing"
1 : "Cancel Script and return to AI"
]
]
Major Banter wrote:Joe Dirt. Also known locally in Interlopers as "Hammer Machine"


Sathor wrote:By the way: can anyone send me that FGD? I can't find a working link for it ...



Major Banter wrote:Joe Dirt. Also known locally in Interlopers as "Hammer Machine"


joe_dirt976 wrote:ya, the FGD code is in my above post /\



Major Banter wrote:Joe Dirt. Also known locally in Interlopers as "Hammer Machine"











Major Banter wrote:Joe Dirt. Also known locally in Interlopers as "Hammer Machine"


zombie@computer wrote:Thank god the government knows best.


MrMattWebb wrote:Oh My Gahd.
What will it take to get you to map for my racing mod? Haha, not even kidding, Your structures and atmosphere skill totally rock. I mean, your shopping center aint nowhere near as gud as minez but that space needle, highway, and everything is just awesome.
We already have about 15 original structures on our city themed race track.
EDIT: Where is your portfolio?



zombie@computer wrote:Thank god the government knows best.


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