diff --git a/CREDITS.md b/CREDITS.md index 8aa135e92..864c8f350 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -3,3 +3,4 @@ - [ZPS: Supplemental Hammer Icons](http://www.necrotalesgames.com/tools/index.php) (some icons) - [ts2do's HL2 FGDs](http://halflife2.filefront.com/file/HalfLife_2_Upgraded_Base_FGDs;48139) (some more icons) - [Ficool2's FGD pack](https://tf2maps.net/downloads/ficool2s-overhauled-fgd-all-entities-documentated-icons.7209/) (several icons) +- [Ash](https://github.com/ashanderite) (icons for gamerules, point_changelevel) \ No newline at end of file diff --git a/fgd/bases/BaseLogicalNPC.fgd b/fgd/bases/BaseLogicalNPC.fgd index e424058ac..19fd42995 100644 --- a/fgd/bases/BaseLogicalNPC.fgd +++ b/fgd/bases/BaseLogicalNPC.fgd @@ -4,7 +4,7 @@ = BaseLogicalNPC [ health(integer): "Health" : : "Overrides the NPC's default health. Cannot be higher than Max Health." - max_health(integer): "Max Health" : : "Overrides the NPC's max health. Health cannot exceed this amount." + max_health(integer): "Max Health" : : "Overrides the NPC's maximum health. Health will not be able to exceed this amount." squadname(string) : "Squad Name" : : "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other." hintgroup(string) : "Hint Group" : : "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC." hintlimiting(boolean) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation." @@ -18,19 +18,19 @@ spawnflags(flags) : "spawnflags" = [ - 1: "Wait Till Seen" : 0 + 1: "Wait till seen" : 0 2: "Gag (No IDLE sounds until angry)" : 0 4: "Fall to ground (unchecked means *teleport* to ground)" : 1 - 8: "Drop Healthkit" : 0 + 8: "Drop a health kit" : 0 16: "Efficient - Don't acquire enemies or avoid obstacles" : 0 - 128: "Wait For Script" : 0 + 128: "Wait for script" : 0 256: "Long Visibility/Shoot" : 0 512: "Fade Corpse" : 1 1024: "Think outside PVS" : 0 - 2048: "Template NPC (used by npc_maker, will not spawn)" : 0 - 4096: "Do Alternate collision/player avoidance for this NPC (largely obsolete, use Start/StopScripting)" : 0 + 2048: "Template NPC (used by npc_template_maker, will not spawn)" : 0 + 4096: "Do alternate collision/player avoidance for this NPC (largely obsolete, use Start/StopScripting)" : 0 8192: "Don't drop weapons" : 0 - 16384: "Ignore player push (dont give way to player)" : 0 + 16384: "Ignore player push (don't give way to player)" : 0 ] sleepstate(choices) : "Sleep State" : "0" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." = diff --git a/fgd/bases/RappelNPC.fgd b/fgd/bases/RappelNPC.fgd index 5c5b7f03e..2eb387493 100644 --- a/fgd/bases/RappelNPC.fgd +++ b/fgd/bases/RappelNPC.fgd @@ -1,10 +1,11 @@ @BaseClass base(BaseNPC) = RappelNPC [ - waitingtorappel(boolean) : "Waiting to Rappel?" : 0 : "If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hi" + "ts the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not att" + "empt to clear its landing space if it cannot do so by taking a few steps forward" + waitingtorappel(boolean) : "Waiting to Rappel?" : 0 : "If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down.\n\n" + + "When this NPC hits the ground, it will cut the zipline and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward." // Inputs - input BeginRappel(void) : "BeginRappel" + input BeginRappel(void) : "Start rappeling." // Outputs - output OnRappelTouchdown(void) : "Fires when done rappeling" + output OnRappelTouchdown(void) : "Fires when this NPC has finished rappeling." ] diff --git a/fgd/bases/prop_dynamic_base.fgd b/fgd/bases/prop_dynamic_base.fgd index 722fcf560..241440631 100644 --- a/fgd/bases/prop_dynamic_base.fgd +++ b/fgd/bases/prop_dynamic_base.fgd @@ -25,7 +25,7 @@ // Inputs - input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation." + input SetAnimation(string) : "Make this prop play an animation. The parameter should be the name of the animation." input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter." input SetPlaybackRate(float) : "Set the playback rate for the animation." input SetBodyGroup(integer) : "Set the visible bodygroup, by index." @@ -33,7 +33,7 @@ input TurnOff(void) : "Make the prop invisible." input EnableCollision(void) : "Enable collision on the prop." input DisableCollision(void) : "Disable collision on the prop." - input SetAnimationNoReset(string) : "Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation." + input SetAnimationNoReset(string) : "Make this prop play an animation unless it is already playing one. The parameter should be the name of the animation." input BecomeRagdoll(void) : "Change into a ragdoll immediately." input FadeAndKill(void) : "Fade out then remove this prop." diff --git a/fgd/brush/npc/npc_heli_avoidbox.fgd b/fgd/brush/npc/npc_heli_avoidbox.fgd index 69cf2ef93..2de8e4e4f 100644 --- a/fgd/brush/npc/npc_heli_avoidbox.fgd +++ b/fgd/brush/npc/npc_heli_avoidbox.fgd @@ -1,11 +1,10 @@ @SolidClass base(BaseEntityBrush) appliesto(+HL2_ENTITIES, +USE_AI) color(255 255 0) -= npc_heli_avoidbox: "Helicopter avoidance box" += npc_heli_avoidbox: "Makes Combine helicopters and gunships avoid this area." [ spawnflags(flags) : "spawnflags" = [ 65536: "Avoid the box above and below" : 0 ] - ] diff --git a/fgd/brush/npc/npc_heli_nobomb.fgd b/fgd/brush/npc/npc_heli_nobomb.fgd index b6966387c..1228c3df0 100644 --- a/fgd/brush/npc/npc_heli_nobomb.fgd +++ b/fgd/brush/npc/npc_heli_nobomb.fgd @@ -1,6 +1,6 @@ @SolidClass base(BaseEntityBrush) appliesto(+HL2_ENTITIES, +USE_AI) color(255 255 0) -= npc_heli_nobomb: "Helicopter bombing suppressor" += npc_heli_nobomb: "Prevents Combine helicopters from carpet bombing if their bounding boxes intersect with this brush." [ ] diff --git a/fgd/engine/spraycan.fgd b/fgd/engine/spraycan.fgd deleted file mode 100644 index df378d523..000000000 --- a/fgd/engine/spraycan.fgd +++ /dev/null @@ -1,6 +0,0 @@ -@PointClass base(BaseEntityPoint) - appliesto(+engine) -= spraycan: "Ultra temporary SprayCan entity to apply decal frame at a time. For PreAlpha CD" + - "\n - Valve" - [ - ] diff --git a/fgd/point/env/env_global.fgd b/fgd/point/env/env_global.fgd index 8481be405..8af8e40f9 100644 --- a/fgd/point/env/env_global.fgd +++ b/fgd/point/env/env_global.fgd @@ -1,35 +1,35 @@ @PointClass base(BaseEntityPoint) color(200 0 0) iconsprite("editor/env_global.vmt") -= env_global: "An entity to control a game-specific global states." += env_global: "An entity that controls game-specific global states." [ globalstate[engine](string) : "Global State to Set" - globalstate(string) : "Global State to Set" + globalstate(string) : "Global State to Set" : : "The global condition to set in this map. This will influence the behavior of specific entities." - globalstate[P2CE](choices) : "Global State to Set" = + globalstate[P2CE](choices) : "Global State to Set" : : "The global condition to set in this map. This will influence the behavior of specific entities." = [ - "no_pinging_blue": "Prevent Pinging ATLAS" - "no_pinging_orange": "Prevent Pinging P-Body" - "no_taunting_blue": "Prevent Taunting ATLAS" - "no_taunting_orange": "Prevent Taunting P-Body" - "player_regenerates_health": "Prevent player health regen from turrets" + "no_pinging_blue": "Disable Atlas's ping tool (Co-op)" + "no_pinging_orange": "Disable P-body's ping tool (Co-op)" + "no_taunting_blue": "Disable Atlas gestures (Co-op)" + "no_taunting_orange": "Disable P-body gestures (Co-op)" + "player_regenerates_health": "Disable player health regeneration" "slowtime_enabled": "Enable player usage of +slowtime" - "gordon_precriminal": "Gordon is pre-criminal" - "antlion_allied": "Antlions are player allies" + "gordon_precriminal": "Police neutrality towards player/citizens" + "citizens_passive": "Citizen neutrality towards player/Combine NPCs" + "gordon_invulnerable": "Player is invincible" "suit_no_sprint": "HEV suit sprint disabled" - "super_phys_gun": "Super gravity gun enabled" - "citizens_passive": "Citizens are neutral to Gordon & combine" - "gordon_invulnerable": "Gordon is invulnerable" + "friendly_encounter": "Lower player weapons" "no_seagulls_on_jeep": "Don't spawn seagulls on jeep" - "friendly_encounter": "Lower HL2 weapons" - "ep2_alyx_injured": "Alyx injured behavior from EP2" - "ep_alyx_darknessmode": "Alyx darkness behavior from EP1" - "hunters_to_run_over": "Amount of hunters to run over before they dodge" + "antlion_allied": "Friendly antlions" + "super_phys_gun": "Supercharged gravity gun enabled" + "ep_alyx_darknessmode": "Lowlife \"darkness mode\" (Ep1)" + "ep2_alyx_injured": "Debuffed Alyx Gun/\"Alyx Injured Mode\" (Ep2)" + "hunters_to_run_over": "Hunter roadkills to dodge counter (Ep2)" ] initialstate[engine](integer) : "Initial State" : 0 - initialstate(choices) : "Initial State" : 0 = + initialstate(choices) : "Initial State" : 0 : "Controls the active state for this global. Setting this to \"Dead\" permanently disables this global, and will not persist during level transitions." = [ 0: "Off" 1: "On" @@ -44,10 +44,10 @@ // Inputs - input TurnOn(void) : "Set state of global to ON." - input TurnOff(void) : "Set state of global to OFF." + input TurnOn(void) : "Turns on this global." + input TurnOff(void) : "Turns off this global." input Toggle(void) : "Toggles state of global between ON and OFF." - input Remove(void) : "Set state of global to DEAD." + input Remove(void) : "Permanently disables this global and prevents it from persisting during level transitions." input SetCounter(integer) : "Sets the counter value of this global." input AddToCounter(integer) : "Adds to the counter value of this global. Negative numbers subtract." input GetCounter(void) : "Causes the Counter output to be fired, passing the current counter value for this global. This doesn't work properly." diff --git a/fgd/point/filter/filter_activator_class.fgd b/fgd/point/filter/filter_activator_class.fgd index e0fdd95be..ce987149e 100644 --- a/fgd/point/filter/filter_activator_class.fgd +++ b/fgd/point/filter/filter_activator_class.fgd @@ -1,6 +1,6 @@ @FilterClass base(filter_base) iconsprite("editor/filter_class.vmt") -= filter_activator_class: "A filter that filters by the class name of the activator." += filter_activator_class: "A filter that checks for the class name of the activator." [ filterclass(string) : "Filter Classname" : : "The class name to filter by. " + "If the filter mode is Allow, only entities whose class name matches the given string will pass the filter. " + diff --git a/fgd/point/filter/filter_activator_mass_greater.fgd b/fgd/point/filter/filter_activator_mass_greater.fgd index edd8321bb..132b35ed9 100644 --- a/fgd/point/filter/filter_activator_mass_greater.fgd +++ b/fgd/point/filter/filter_activator_mass_greater.fgd @@ -1,6 +1,6 @@ @FilterClass base(filter_base) iconsprite("editor/filter_mass.vmt") -= filter_activator_mass_greater: "A filter that filters by the mass of the activator." += filter_activator_mass_greater: "A filter that checks if the mass of the activator is greater or equal to a given number." [ filtermass(float) : "Filter Mass" : : "The mass to filter by. If the filter mode is Allow, only entities whose mass is greater than the give float will pass the filter. " + "If the filter mode is Disallow, all entities EXCEPT those whose mass is greater than the given float will pass the filter." diff --git a/fgd/point/filter/filter_activator_model.fgd b/fgd/point/filter/filter_activator_model.fgd index a28319172..1df117028 100644 --- a/fgd/point/filter/filter_activator_model.fgd +++ b/fgd/point/filter/filter_activator_model.fgd @@ -1,6 +1,6 @@ @FilterClass base(filter_base) iconsprite("editor/filter_model.vmt") -= filter_activator_model: "A filter that filters by the model of the activator." += filter_activator_model: "A filter that checks for the activator's model name." [ model(studio) : "Filter Model" : : "The model to filter by. " + "If the filter mode is Allow, only entities whose model matches the given string will pass the filter. " + diff --git a/fgd/point/info/info_paint_sprayer.fgd b/fgd/point/info/info_paint_sprayer.fgd index ac55961e1..13df7901d 100644 --- a/fgd/point/info/info_paint_sprayer.fgd +++ b/fgd/point/info/info_paint_sprayer.fgd @@ -6,18 +6,11 @@ = info_paint_sprayer: "An entity that sprays Gel." [ maxblobcount(integer) : "Max number of blobs" : 250 : "Max number of blobs that sprayer can spawn in the world (1-250)." - light_position_name(target_destination) : "Light Position Name" : : "Name of the entity we want to use as blobs light position." - start_active(boolean) : "Start Active?" : 0 + light_position_name(target_destination) : "Light Position Name" : : "The entity to use for the blobs' lighting origins." + start_active(boolean) : "Start Active?" : 0 : "Should this entity start shooting gel upon spawning?" silent(boolean) : "Silent?" : 0 : "If this flag is true, blobs will only paint, appearing entirely invisible." drawonly(boolean) : "Draw Only?" : 0 : "If this flag is true, blobs will only render, vanishing on contact with surfaces." - rendermode[engine](integer) : "Render Mode" : 0 - rendermode(choices) : "Render Mode" : 0 : "The mode to render blobs. Appears non-functional." = - [ - 0: "Blobulator" - 1: "Fast Sphere" - ] - ambientsound[engine](integer) : "Ambient Sound" : 0 ambientsound(choices) : "Ambient Sound" : 0 : "The sound to play when paint is flowing." = [ diff --git a/fgd/point/info/info_portal_gamerules.fgd b/fgd/point/info/info_portal_gamerules.fgd index 4aeed9aab..7c4e144eb 100644 --- a/fgd/point/info/info_portal_gamerules.fgd +++ b/fgd/point/info/info_portal_gamerules.fgd @@ -1,30 +1,23 @@ @PointClass base(BaseEntityPoint) appliesto(P2CE) - iconsprite("editor/info_target.vmt") -= info_portal_gamerules: "Determines game various rules for gameplay" + iconsprite("editor/info_portal_gamerules.vmt") += info_portal_gamerules: "Dictates specific gameplay aspects in Portal." [ - enableregen(boolean) : "Enable health regeneration" : 1 - equipboots(boolean) : "Equip long-fall boots" : 1 : "Disabling this will essentially enable fall damage" - equipportalgun(choices) : "Equip Portal Gun" : 0 = + enableregen(boolean) : "Enable health regeneration" : 1 : "Enabling this will allow players to restore health over time." + equipboots(boolean) : "Equip long-fall boots" : 1 : "Controls fall damage. Enabling this will make the player immune to fall damage." + equipportalgun(choices) : "Equip Portal Gun" : 0 : "Automatically grants the player a portal gun based on type, if enabled." = [ 0: "None" - 1: "Orange" - 2: "Blue" + 2: "Blue portal only" + 1: "Orange portal only" 3: "Dual Portal Device" - 4: "Potato Gun" + 4: "Dual Portal Device (PotatOS attached)" ] - equippaintgun(choices) : "Equip paint gun" : 0 = + equippaintgun(choices) : "Equip Paint Gun" : 0 : "Automatically grants the player a paint gun if enabled.\n\nThe \"basic paint gun\" option will give the player a paint gun with no powers assigned by default - paint powers must be obtained by touching an item_paint_power_pickup entity. Selecting the \"Fully-upgraded paint gun\" option will give the player all applicable paint powers for the paint gun." = [ 0: "None" 1: "Basic paint gun" 2: "Fully-upgraded paint gun" ] - maxhealth(integer) : "Max health for players" : 100 - gametype(choices) : "Co-op Game type" : 0 : "Sets the co-op game type. This is ignored if the game isn't running in co-op mode." = - [ - 0: "Default" - 1: "Co-op 2-guns" - 2: "Co-op versus mode" - 3: "Co-op versus mode and 2-guns" - ] + maxhealth(integer) : "Maximum player health" : 100 : "Specifies the maximum health limit for players." ] diff --git a/fgd/point/info/info_radar_target.fgd b/fgd/point/info/info_radar_target.fgd index f7ecc2a94..81f4c2f62 100644 --- a/fgd/point/info/info_radar_target.fgd +++ b/fgd/point/info/info_radar_target.fgd @@ -2,15 +2,16 @@ appliesto(+HL2_ENTITIES) iconsprite("editor/info_target.vmt") sphere(radius) -= info_radar_target: "Jalopy Radar Beacon" += info_radar_target: "A toggleable point entity that serves as a Jalopy radar beacon. Radar targets may be displayed over a set range.\n\n" + + "Requires the Jalopy radar to be enabled via prop_vehicle_jeep input EnableRadar() to use this entity. Does not function outside of Episodic." [ radius(float) : "Effective Radius" : 6000 : "How close the Jalopy must be to detect this beacon. If this radius is -1, the range is infinite." type[engine](integer) : "Type of target" : 0 - type(choices) : "Type of target" : 0 = + type(choices) : "Type of target" : 0 : "The icon to use for this beacon." = [ 0: "Generic Citizen Beacon" - 1: "Magnussen RDU Beacon" + 1: "Magnusson RDU Beacon" 2: "Dog" 3: "Ally Installation" 4 : "Enemy" diff --git a/fgd/point/info/info_target_gunshipcrash.fgd b/fgd/point/info/info_target_gunshipcrash.fgd index 12489ec0a..29adc53f8 100644 --- a/fgd/point/info/info_target_gunshipcrash.fgd +++ b/fgd/point/info/info_target_gunshipcrash.fgd @@ -1,12 +1,12 @@ @PointClass base(BaseEntityPoint) appliesto(+HL2_ENTITIES) iconsprite("editor/info_target.vmt") -= info_target_gunshipcrash: "Gunship Crash Target" += info_target_gunshipcrash: "A special version of info_target used to direct Combine gunships to their intended crash destination." [ // Inputs input Enable(void) : "Enable the crash target." input Disable(void) : "Disable the crash target." // Outputs - output OnCrashed(void) : "Fired when the gunship crashed on target." + output OnCrashed(void) : "Fired when the Gunship crashes at this target." ] diff --git a/fgd/point/item/item_battery.fgd b/fgd/point/item/item_battery.fgd index eb8bfe7f5..fda6cdb86 100644 --- a/fgd/point/item/item_battery.fgd +++ b/fgd/point/item/item_battery.fgd @@ -1,6 +1,6 @@ @PointClass base(Item) appliesto(+HL2_ENTITIES) studio("models/items/battery.mdl") -= item_battery: "HEV battery" += item_battery: "HEV suit battery." [ ] diff --git a/fgd/point/item/item_boots.fgd b/fgd/point/item/item_boots.fgd index 81860906e..2b4a2f701 100644 --- a/fgd/point/item/item_boots.fgd +++ b/fgd/point/item/item_boots.fgd @@ -1,6 +1,6 @@ @PointClass base(Item) appliesto(P2CE) studio("models/items/item_boots.mdl") -= item_boots: "Long Fall Boots" += item_boots: "A pair of Long Fall Boots. Picking this item up will disable player fall damage." [ ] diff --git a/fgd/point/item/item_healthkit.fgd b/fgd/point/item/item_healthkit.fgd index fd55196f2..a714307c3 100644 --- a/fgd/point/item/item_healthkit.fgd +++ b/fgd/point/item/item_healthkit.fgd @@ -1,6 +1,6 @@ @PointClass base(Item) appliesto(+HL2_ENTITIES) studio("models/items/healthkit.mdl") -= item_healthkit: "Small Health Kit" += item_healthkit: "A health kit. Restores health to the player on touch." [ ] diff --git a/fgd/point/item/item_healthvial.fgd b/fgd/point/item/item_healthvial.fgd index 1b4bb612b..ec6261cc1 100644 --- a/fgd/point/item/item_healthvial.fgd +++ b/fgd/point/item/item_healthvial.fgd @@ -1,6 +1,6 @@ @PointClass base(Item) appliesto(+HL2_ENTITIES) studio("models/healthvial.mdl") -= item_healthvial: "Personal Health Kit" += item_healthvial: "A much smaller health kit. Restores health to the player on touch." [ ] diff --git a/fgd/point/item/item_item_crate.fgd b/fgd/point/item/item_item_crate.fgd index 5fb0ea46c..60f990872 100644 --- a/fgd/point/item/item_item_crate.fgd +++ b/fgd/point/item/item_item_crate.fgd @@ -1,7 +1,7 @@ @PointClass base(BasePropPhysics, Angles, DamageFilter, BaseFadeProp) studioprop("models/items/item_item_crate.mdl") appliesto(+HL2_ENTITIES) -= item_item_crate: "Item Crate" += item_item_crate: "A small crate that holds an item inside. Resupply crates can have a specific item defined or automatically grant specific items based on the player's health, suit armor and remaining ammunition." [ cratetype[engine](integer) : "Crate Contents": 0 cratetype(choices) : "Crate Contains" : 0 = @@ -10,7 +10,7 @@ ] crateappearance[engine](integer) : "Crate Appearance" : 0 - crateappearance(choices) : "Crate Appearance" : 0 = + crateappearance(choices) : "Crate Appearance" : 0 : "Changes the appearance of the crate." = [ 0: "Default Appearance" 1: "Radar Beacon Crate" diff --git a/fgd/point/item/item_longjump.fgd b/fgd/point/item/item_longjump.fgd deleted file mode 100644 index a579f9ffb..000000000 --- a/fgd/point/item/item_longjump.fgd +++ /dev/null @@ -1,6 +0,0 @@ -@PointClass base(Item) - appliesto(+HL2_ENTITIES) - studio("models/w_longjump.mdl") -= item_longjump: "Longjump Module" - [ - ] diff --git a/fgd/point/item/item_nugget.fgd b/fgd/point/item/item_nugget.fgd index e50bb040e..095d2d54e 100644 --- a/fgd/point/item/item_nugget.fgd +++ b/fgd/point/item/item_nugget.fgd @@ -1,7 +1,7 @@ @PointClass base(BaseEntityAnimating) appliesto(P2CE) studioprop("models/effects/cappoint_hologram.mdl") -= item_nugget: "Aperture Incentivizing Nugget. Useless." += item_nugget: "A respawnable token that grants score points to the player on touch, if playing in multiplayer/coop mode. Functionally useless due to Portal 2 lacking teamplay modes." [ groupname(string) : "Group Name" : : "Giving nuggets a group name hints the game that they are intended to be a group" respawntime(float) : "Respawn Time" : 30 : "Number of seconds between when a nugget is collected and when it respawns" diff --git a/fgd/point/item/item_paint_power_pickup.fgd b/fgd/point/item/item_paint_power_pickup.fgd index 8ca495dab..90aafb126 100644 --- a/fgd/point/item/item_paint_power_pickup.fgd +++ b/fgd/point/item/item_paint_power_pickup.fgd @@ -1,15 +1,15 @@ @PointClass base(BaseEntityAnimating) appliesto(P2CE) studioprop("models/props/water_bottle/water_bottle.mdl") -= item_paint_power_pickup: "Paint Ammo" += item_paint_power_pickup: "Gives the player a paint power on touch. Requires the paint gun to be equipped." [ PaintType(choices) : "Paint Type" : 0 : - "The paint power of the pickup." = + "The type of paint power to grant when touched." = [ - 0 : "Bounce" + 0 : "Bounce (Repulsion Gel)" 1 : "Reflect" - 2 : "Speed" - 3 : "Portal" - 5 : "Stick" + 2 : "Speed (Propulsion Gel)" + 3 : "Portal (Conversion Gel)" + 5 : "Stick (Adhesion Gel)" ] ] diff --git a/fgd/point/light/light_environment.fgd b/fgd/point/light/light_environment.fgd index 9a5efc503..d1dc00f69 100644 --- a/fgd/point/light/light_environment.fgd +++ b/fgd/point/light/light_environment.fgd @@ -2,11 +2,11 @@ iconsprite("editor/ficool2/light_environment.vmt") color(255 255 0) lightprop("models/editor/spot.mdl") -= light_environment: "Sets the color and angle of the light from the sun and sky." += light_environment: "A global spotlight, also known as the sun. Sets the color and angle of the light from the sun/moon and sky. Light emitted by this entity will be projected from brushes that have skybox tool textures applied." [ pitch(angle_negative_pitch) : "Pitch" : "0" : "The downward pitch of the light from the sun. 0 is horizontal, -90 is straight down." - _ambient(color255) : "Ambient light" : "255 255 255 20" - _ambienthdr(color255) : "AmbientHDR" : "-1 -1 -1 1" - _ambientscalehdr(float) : "AmbientScaleHDR" : 1 : "Amount to scale the ambient light by when compiling for hdr." - sunspreadangle(float) : "SunSpreadAngle" : 5 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value." + _ambient(color255) : "Ambient light" : "255 255 255 20" : "Global shadow color. This varies based on the overall lighting conditions of certain areas in your map." + _ambienthdr(color255) : "Ambient light (HDR)" : "-1 -1 -1 1" : "Global shadow color used when compiling under HDR mode. Set to \"-1 -1 -1 1\" to copy values from the Ambient light variable." + _ambientscalehdr(float) : "Ambient Scale Multiplier (HDR)" : 1 : "Shadow color multiplier used when compiling under HDR mode." + sunspreadangle(float) : "Sun Spread Angle" : 5 : "The angular extent of the sun for casting soft shadows. Higher numbers are more diffuse. 5 is a good starting value." ] diff --git a/fgd/point/linked_portal_door.fgd b/fgd/point/linked_portal_door.fgd index bf88f81ad..bd05efccf 100644 --- a/fgd/point/linked_portal_door.fgd +++ b/fgd/point/linked_portal_door.fgd @@ -7,12 +7,12 @@ "Portal shots will pass through, and no effect appears at the edges." [ partnername(target_destination) : "Linked Partner" : : "Another 'linked_portal_door' entity which will link to this one." - width(integer) : "Half-Width (G)" : 64 : "Half the width of the portal, on the Green axis." - height(integer) : "Half-Height (B)" : 64 : "Half the height of the portal, on the Blue axis." + width(integer) : "Half-Width (G)" : 128 : "Half-width of the portal, on the Green axis." + height(integer) : "Half-Height (B)" : 128 : "Half-height of the portal, on the Blue axis." isstatic(boolean) : "Static Portal" : 0 : "If set to true, this portal does not ever move or toggle, and allows VRAD to cast light through it." startactive(boolean) : "Start Active" : 1 : "Whether to start the linkage as active from the start." // Inputs - input SetWidth(float) : "Sets the width of this portal and the partner. Clamped to 1-1024" - input SetHeight(float) : "Sets the height of this portal and the partner. Clamped to 1-1024" + input SetWidth(float) : "Sets the width of this portal and the partner. Clamped to 1-1024 Hammer units." + input SetHeight(float) : "Sets the height of this portal and the partner. Clamped to 1-1024 Hammer units." ] diff --git a/fgd/point/npc/npc_alyx.fgd b/fgd/point/npc/npc_alyx.fgd index 35531b234..2e29274b7 100644 --- a/fgd/point/npc/npc_alyx.fgd +++ b/fgd/point/npc/npc_alyx.fgd @@ -1,20 +1,20 @@ @NpcClass base(TalkNPC, PlayerCompanion) appliesto(+HL2_ENTITIES) studio() -= npc_alyx: "Alyx" += npc_alyx: "Alyx Vance. Behaves identically to Citizens in standard Half-Life 2, but supports a variety of unique behaviors in Episodic mode such as Zombie-Alyx combat interactions, boarding vehicles, et al." [ model(studio) : "World model" : "models/alyx.mdl" additionalequipment[engine](string) : "Weapons" : "weapon_alyxgun" - additionalequipment(choices) : "Weapons" : "weapon_alyxgun" = + additionalequipment(choices) : "Weapons" : "weapon_alyxgun" : "What weapon should Alyx have? Select None for scripted sequences." = [ "weapon_alyxgun": "Alyx Gun" "weapon_shotgun": "Shotgun" - "0": "Nothing" + "0": "None" ] - dontpickupweapons(boolean) : "Prevent picking up weapons?" : 1 : "If yes, this NPC will NOT be allowed to pick up weapons they find on the ground." - shouldhaveemp(boolean) : "Should alyx have her EMP?" : 1 + dontpickupweapons(boolean) : "Prevent picking up weapons?" : 1 : "Prevents Alyx from picking up weapons off the ground." + shouldhaveemp(boolean) : "Enable Multi-Tool/EMP" : 1 : "Enables Alyx's multi-tool/EMP prop." // Inputs input AllowInteraction(void) : "Allow Alyx's 'hacking' AI to run." @@ -22,7 +22,7 @@ input AllowDarknessSpeech(boolean) : "Enables or disables Alyx's darkness speech ('where are you', etc)." input SetAnimLockedEntity(string) : "Sets Alyx to take her animation and cycle position from another entity." input ClearAnimLockedEntity(void) : "Stops Alyx from taking her animation locking from another character." - input GiveEMP(boolean) : "Gives or removes the EMP tool." + input GiveEMP(boolean) : "Controls multi-tool/EMP prop visibility." input EnterVehicle[+USE_VEHICLES](string) : "Make Alyx enter the vehicle specified by name." input EnterVehicleImmediately[+USE_VEHICLES](string) : "Make Alyx enter the vehicle specified by name immediately via teleportation." input ExitVehicle[+USE_VEHICLES](void) : "Make Alyx exit the vehicle she's in." diff --git a/fgd/point/npc/npc_antlion_template_maker.fgd b/fgd/point/npc/npc_antlion_template_maker.fgd index 96e23ba6d..467c86096 100644 --- a/fgd/point/npc/npc_antlion_template_maker.fgd +++ b/fgd/point/npc/npc_antlion_template_maker.fgd @@ -3,7 +3,7 @@ line(192 192 192, targetname, templatename) size(-8 -8 -8, 8 8 8) color(0 0 255) -= npc_antlion_template_maker: "Antlion Template Maker" += npc_antlion_template_maker: "A unique version of npc_template_maker tailored specifically for Antlions. Antlions will continually spawn at its origin or at a specified destination target, and is further influenced by bugbait." [ spawnflags(flags) : "spawnflags" = [ diff --git a/fgd/point/npc/npc_blob.fgd b/fgd/point/npc/npc_blob.fgd deleted file mode 100644 index 07a6aa0fa..000000000 --- a/fgd/point/npc/npc_blob.fgd +++ /dev/null @@ -1,10 +0,0 @@ -@NpcClass base(BaseNPC) - appliesto(+HL2_ENTITIES) - studio("models/combine_soldier.mdl") -= npc_blob: "Blob" - [ - - // Inputs - input FormPathShape(string) : "Tells the group to go distribute themselves along a shape defined by path corner entities" - input SetRadius(float) : "Force the group to change the radius (density)" - ] diff --git a/fgd/point/npc/npc_fastzombie.fgd b/fgd/point/npc/npc_fastzombie.fgd index bcccf074e..55ec2558e 100644 --- a/fgd/point/npc/npc_fastzombie.fgd +++ b/fgd/point/npc/npc_fastzombie.fgd @@ -5,5 +5,5 @@ [ // Inputs - input AttachToVehicle[+USE_VEHICLES](string) : "Attach to the jeep with the specified name." + input AttachToVehicle[+USE_VEHICLES](string) : "Attach this fast zombie to a Jalopy with a specified name." ] diff --git a/fgd/point/npc/npc_headcrab.fgd b/fgd/point/npc/npc_headcrab.fgd index e3cc933de..a10a2d961 100644 --- a/fgd/point/npc/npc_headcrab.fgd +++ b/fgd/point/npc/npc_headcrab.fgd @@ -1,6 +1,6 @@ @NpcClass base(BaseHeadcrab) appliesto(+HL2_ENTITIES) studio("models/Headcrabclassic.mdl") -= npc_headcrab: "Headcrab" += npc_headcrab: "A headcrab." [ ] diff --git a/fgd/point/npc/npc_headcrab_black.fgd b/fgd/point/npc/npc_headcrab_black.fgd index bf1d79c1b..547294d6a 100644 --- a/fgd/point/npc/npc_headcrab_black.fgd +++ b/fgd/point/npc/npc_headcrab_black.fgd @@ -1,6 +1,5 @@ -@NpcClass base(BaseHeadcrab) +@NpcClass base(npc_headcrab_poison) appliesto(+HL2_ENTITIES) - studio("models/Headcrabblack.mdl") -= npc_headcrab_black: "Black Poison Headcrab" += npc_headcrab_black: "Alias for npc_headcrab_poison. A headcrab that applies temporary poison damage against enemies." [ ] diff --git a/fgd/point/npc/npc_headcrab_fast.fgd b/fgd/point/npc/npc_headcrab_fast.fgd index f6b1ced47..50aae3e99 100644 --- a/fgd/point/npc/npc_headcrab_fast.fgd +++ b/fgd/point/npc/npc_headcrab_fast.fgd @@ -1,6 +1,6 @@ @NpcClass base(BaseHeadcrab) appliesto(+HL2_ENTITIES) studio("models/Headcrab.mdl") -= npc_headcrab_fast: "Fast Headcrab" += npc_headcrab_fast: "Faster version of the headcrab." [ ] diff --git a/fgd/point/npc/npc_headcrab_poison.fgd b/fgd/point/npc/npc_headcrab_poison.fgd index a378e3841..db96aa4c4 100644 --- a/fgd/point/npc/npc_headcrab_poison.fgd +++ b/fgd/point/npc/npc_headcrab_poison.fgd @@ -1,6 +1,6 @@ @NpcClass base(BaseHeadcrab) appliesto(+HL2_ENTITIES) studio("models/Headcrabblack.mdl") -= npc_headcrab_poison: "Black Poison Headcrab" += npc_headcrab_poison: "A headcrab that applies temporary poison damage against enemies." [ ] diff --git a/fgd/point/npc/npc_heli_avoidsphere.fgd b/fgd/point/npc/npc_heli_avoidsphere.fgd index 81550998a..1704e3c74 100644 --- a/fgd/point/npc/npc_heli_avoidsphere.fgd +++ b/fgd/point/npc/npc_heli_avoidsphere.fgd @@ -3,12 +3,12 @@ iconsprite("editor/env_firesource") color(255 255 0) sphere(radius) -= npc_heli_avoidsphere: "Helicopter avoidance sphere" += npc_heli_avoidsphere: "Makes Combine helicopters and gunships avoid this area." [ spawnflags(flags) : "spawnflags" = [ 65536: "Avoid the sphere above and below" : 0 ] - radius(float) : "Radius" : 128 + radius(float) : "Radius" : 128 : "The radius of the avoidance sphere." ] diff --git a/fgd/point/npc/npc_houndeye.fgd b/fgd/point/npc/npc_houndeye.fgd deleted file mode 100644 index 4a36f7a0c..000000000 --- a/fgd/point/npc/npc_houndeye.fgd +++ /dev/null @@ -1,6 +0,0 @@ -@NpcClass base(BaseNPCAssault) - appliesto(+HL2_ENTITIES) - studioprop("models/houndeye.mdl") -= npc_houndeye : "Houndeye" - [ - ] diff --git a/fgd/point/npc/npc_hover_turret.fgd b/fgd/point/npc/npc_hover_turret.fgd deleted file mode 100644 index 3da106e37..000000000 --- a/fgd/point/npc/npc_hover_turret.fgd +++ /dev/null @@ -1,15 +0,0 @@ -@PointClass base(BaseNPC) - appliesto(P2CE) - studioprop("models/npcs/hover_turret.mdl") - line(255 255 255, targetname, attachtarget) - frustum(_frustum_fov, _frustum_near, _frustum_far, _frustum_color, -1) -= npc_hover_turret: "The cut Hover Turret, which hangs from the ceiling and fires a laser at the player. Missing its model by default, and somewhat buggy." - [ - canPushPlayer(boolean) : "Laser Pushes Player" : 0 : "Should the hover turret's laser deal knockback? Usually only works while the player is in the air." - sentryRotateSpeed(float) : "Idle Rotation Speed" : "10" : "While idle, the hover turret will rotate at this speed." - attachTarget(target_destination) : "Tether Attach Target" : : "An entity (usually info_target) which the hover turret should hang from." - - // We can't check the code to see what hover turrets' range is, it seems to be about 2048. - _frustum_far[!engine](integer) readonly : "" : 2048 : "How far the turret will be able to see targets. Always 2048, but this keyvalue is needed to display the preview." - _frustum_color[!engine](string) readonly : "" : "0 255 255" : "Ignore, needed to color the range preview." - ] diff --git a/fgd/point/npc/npc_hunter.fgd b/fgd/point/npc/npc_hunter.fgd index 69a423817..063d41808 100644 --- a/fgd/point/npc/npc_hunter.fgd +++ b/fgd/point/npc/npc_hunter.fgd @@ -1,24 +1,19 @@ @NpcClass base(BaseNPC) appliesto(+HL2_ENTITIES) studio("models/hunter.mdl") -= npc_hunter: "A smaller, faster, strider that can pursue the player into buildings." += npc_hunter: "A smaller and faster Strider that can stalk people, impale others, and force the player into buildings. Hunters can protect a fellow Strider and walk in packs." [ - followtarget(target_destination) : "Strider to Follow" : : "The name of the strider that this hunter should follow." + followtarget(target_destination) : "Strider to Follow" : : "The name of the Strider that this Hunter should protect. If this is specified, Hunters will also attempt to shoot down any Magnusson Devices (weapon_striderbuster) that are being held by the player's gravity gun or are attached to Striders." // Inputs - input FollowStrider(target_destination) : "Sets the name of the strider that this hunter should follow." - input SetMinigunTime(float) : "Time to shoot at any set minigun target." - input SetMinigunTarget(string) : "Hunter will shoot minigun at the named target." + input Dodge(void) : "Force this Hunter to start dodging." + input FlankEnemy(void) : "Force this Hunter to flank the enemy it's currently targeting." input DisableShooting(void) : "Forces the hunter to be melee-only." input EnableShooting(void) : "Allows the hunter to use range attacks or melee attacks." - input DisableSquadShootDelay(void) : "Disables the delay between range attacks for squads of hunters, allowing them to shoot as frequently as they wish." + input UseSiegeTargets(string) : "Pass in the name of info_targets to shoot at when I can't shoot at the player." + input FollowStrider(target_destination) : "Sets the name of the strider that this hunter should follow." input EnableSquadShootDelay(void) : "Enables the delay between range attacks for squads of hunters." + input DisableSquadShootDelay(void) : "Disables the delay between range attacks for squads of hunters, allowing them to shoot as frequently as they wish." input EnableUnplantedShooting(void) : "Used mainly for scripted attacks against bullseyes. Enables the hunter to shoot without having to plant first." input DisableUnplantedShooting(void) : "Returns the hunter to normal after a call to EnableUnplantedShooting." - input DoPhysicsBlast(void) : "Hunter will instantly do the defensive physics blast." - input Crouch(void) : "Crouch down." - input Stand(void) : "Stand up from crouch." - input DisableCrouchWalk(void) : "UNUSED: Prevents the hunter from crouch walking." - input EnableCrouchWalk(void) : "UNUSED: Allows the hunter to crouch walk." - input UseSiegeTargets(string) : "Pass in the name of info_targets to shoot at when I can't shoot at the player." ] diff --git a/fgd/point/npc/npc_hunter_maker.fgd b/fgd/point/npc/npc_hunter_maker.fgd index e3517b013..db6a6b624 100644 --- a/fgd/point/npc/npc_hunter_maker.fgd +++ b/fgd/point/npc/npc_hunter_maker.fgd @@ -1,6 +1,6 @@ @PointClass base(npc_template_maker) appliesto(+HL2_ENTITIES) iconsprite("editor/npc_maker.vmt") -= npc_hunter_maker: "An entity that creates hunters. The NPCs it creates are clones of a template NPC." += npc_hunter_maker: "A specialized version of npc_template_maker that spawns Hunters. Hunters spawned by this entity will be forced to assemble in packs and follow their assigned Strider." [ ] diff --git a/fgd/point/npc/npc_personality_core.fgd b/fgd/point/npc/npc_personality_core.fgd index b8e90ce94..33fb97387 100644 --- a/fgd/point/npc/npc_personality_core.fgd +++ b/fgd/point/npc/npc_personality_core.fgd @@ -4,14 +4,14 @@ = npc_personality_core: "Aperture Science Personality Construct. Animated balls with handles." [ modelskin[engine](integer) : "Model Skin" : 0 - modelskin(choices) : "Model Skin" : 0 : "If using the 'alt' skin, this sets the eye color.\n" + - "If not using the alt skin, (0 = broken) (1=normal).\n " + - "If using custom model, you can enter any skin number. " = + modelskin(choices) : "Model Skin" : 0 : "The model skin to use with this entity. If the Original core type is selected, Wheatley's model will be used (0: broken; 1: clean).\n" + + "Specifying the Alternate core type will use an alternate personality core model for use with corrupted cores.\n" + + "Specifying the Custom core type will allow mappers to specify any skin for this NPC." = [ - 0: "Blue Eye / Broken" - 1: "Green Eye / Normal" - 2: "Orange Eye / NA" - 3: "Purple Eye / NA" + 0: "Wheatley (Damaged)" + 1: "Wheatley (Normal) / Adventure Core" + 2: "N/A / Space Core" + 3: "N/A / Fact Core" ] // The name here is a bit misleading, but this is for a good reason @@ -26,28 +26,28 @@ ] model[engine](studio) : "Model" : "models/npcs/personality_sphere/personality_sphere.mdl" - model(choices) : "[H] Model" : "models/npcs/personality_sphere/personality_sphere.mdl" : "Choose the model to show in hammer.\n" + - "If using 'Alternate' type, use the corrupt core model\n " + - "If using custom model, you can enter any model path here." = + model(choices) : "[H] Model" : "models/npcs/personality_sphere/personality_sphere.mdl" : "Choose the model to show in Hammer.\n" + + "Specifying the Alternate core type will make this NPC uses the corrupt core model.\n " + + "Specifying the Custom core type will allow mappers to define their own personality core NPC models." = [ "models/npcs/personality_sphere/personality_sphere.mdl": "Original (Wheatley)" "models/npcs/personality_sphere/personality_sphere_skins.mdl": "Alternate (Corrupt Cores)" ] skin[engine](integer) : "Skin" : 0 - skin(choices) : "[H] Skin" : 0 : "If using the 'alt' skin, this sets the eye color.\n" + - "If not using the alt skin, (0 = broken) (1=normal).\n" + - "If using custom model, you can enter any skin number. " = + skin(choices) : "[H] Skin" : 0 : "The model skin to use with this entity, as displayed in Hammer. If the Original core type is selected, Wheatley's model will be used (0: broken; 1: clean).\n" + + "Specifying the Alternate core type will use an alternate personality core model for use with corrupted cores.\n" + + "Specifying the Custom core type will allow mappers to specify any skin for this NPC." = [ - 0: "Blue Eye / Broken" - 1: "Green Eye / Normal" - 2: "Orange Eye / NA" - 3: "Purple Eye / NA" + 0: "Wheatley (Damaged)" + 1: "Wheatley (Normal) / Adventure Core" + 2: "N/A / Space Core" + 3: "N/A / Fact Core" ] - flashlightcolor(color255) : "Flashlight Color" : "255 255 255 500" : "Color of the flashlight" - flashlightfov(float) : "Flashlight FOV" : "85.0f" : "Field of View of the flashlight" - flashlightfarz(float) : "Flashlight Far-Z" : "750.0f" : "Far-Z (Max Range) of the flashlight" + flashlightcolor(color255) : "Flashlight Color" : "255 255 255 500" : "Specifies this core's flashlight color. See env_projectedtexture for documentation." + flashlightfov(float) : "Flashlight FOV" : "85.0f" : "Specifies the field-of-view (FOV) for this core's flashlight. See env_projectedtexture for documentation." + flashlightfarz(float) : "Flashlight Far-Z" : "750.0f" : "The maximum range (Far-Z) for this core's flashlight. See env_projectedtexture for documentation." // Inputs input EnableMotion(void) : "Enable physics motion/collision response." @@ -62,7 +62,7 @@ input PlayLock(void) : "Play the locking animation, used for syncing with the socket's animation." input SetIdleSequence(string) : "Set a sequence to use as an idle sequence." input ClearIdleSequence(void) : "Return to the default idle animation." - input Explode(void) : "Explode the sphere, triggering an explosion effect and some gibs." + input Explode(void) : "Explodes the sphere, triggering an explosion effect and some gibs. This is purely decorative and does not remove this NPC." // Outputs output OnPlayerPickup(void) : "Fired whenever the player picks up the core." diff --git a/fgd/point/npc/npc_wheatley_boss.fgd b/fgd/point/npc/npc_wheatley_boss.fgd index eef998869..884d5c20a 100644 --- a/fgd/point/npc/npc_wheatley_boss.fgd +++ b/fgd/point/npc/npc_wheatley_boss.fgd @@ -1,7 +1,7 @@ @PointClass base(BaseNPC, SetSkin) appliesto(P2CE) studioprop() -= npc_wheatley_boss: "Wheatley NPC stub" += npc_wheatley_boss: "Generic NPC stub for Wheatley during Act 4." [ model(studio) : "Model" : "models/npcs/glados/glados_wheatley_boss.mdl" ] diff --git a/fgd/point/npc/npc_zombie.fgd b/fgd/point/npc/npc_zombie.fgd index 8f85b5239..a81d3be07 100644 --- a/fgd/point/npc/npc_zombie.fgd +++ b/fgd/point/npc/npc_zombie.fgd @@ -1,6 +1,6 @@ @NpcClass base(BaseNPC) appliesto(+HL2_ENTITIES) studio("models/Zombie/Classic.mdl") -= npc_zombie: "Zombie" += npc_zombie: "A headcrab zombie." [ ] diff --git a/fgd/point/npc/npc_zombie_torso.fgd b/fgd/point/npc/npc_zombie_torso.fgd index e3e601b47..633ac2dfc 100644 --- a/fgd/point/npc/npc_zombie_torso.fgd +++ b/fgd/point/npc/npc_zombie_torso.fgd @@ -1,6 +1,6 @@ @NpcClass base(BaseNPC) appliesto(+HL2_ENTITIES) studio("models/Zombie/Classic_torso.mdl") -= npc_zombie_torso: "Zombie Torso" += npc_zombie_torso: "A headcrab zombie that has had its legs decapitated." [ ] diff --git a/fgd/point/npc/npc_zombine.fgd b/fgd/point/npc/npc_zombine.fgd index c390f407f..1cdbf8786 100644 --- a/fgd/point/npc/npc_zombine.fgd +++ b/fgd/point/npc/npc_zombine.fgd @@ -1,7 +1,7 @@ @NpcClass base(BaseNPC) appliesto(+HL2_ENTITIES) studio("models/Zombie/zombie_soldier.mdl") -= npc_zombine: "Combine Soldier Zombie" += npc_zombine: "A heavily-armored Zombie that can charge towards enemies and/or explode." [ // Inputs input StartSprint(void) : "Forces the zombine to sprint." diff --git a/fgd/point/panorama/panorama_screen.fgd b/fgd/point/panorama/panorama_screen.fgd index b08acbf67..6126553a0 100644 --- a/fgd/point/panorama/panorama_screen.fgd +++ b/fgd/point/panorama/panorama_screen.fgd @@ -3,9 +3,9 @@ color(200 200 0) orientedwidthheight(width, height) studio("models/editor/angle_helper.mdl") -= panorama_screen: "A Panorama world screen entity." += panorama_screen: "An entity that exposes a user-defined Panorama panel to the world. Supports running custom JavaScript code and modifying CSS classes." [ - layout(string) : "Layout File" : : "Panorama layout file to display, example: file://{resources}/layout/mycoollayout.xml" + layout(string) : "Layout File" : : "Panorama layout file to display. Example: file://{resources}/layout/mycoollayout.xml" width(integer) : "Panel Width in World (Green)" : 128 : "Width of the panel in units." height(integer) : "Panel Height in World (Blue)" : 128 : "Height of the panel in units." @@ -19,10 +19,10 @@ interact_distance(float) : "Interact Distance" : "8" : "NOTE: Does nothing right now!" // Inputs - input SetActive(void) : "Make the panorama screen visible." - input SetInactive(void) : "Make the panorama screen invisible." + input SetActive(void) : "Show this world panel." + input SetInactive(void) : "Hide this world panel." - input RunJSScript(string) : "Runs the specified javascript code or function on the panel." + input RunJSScript(string) : "Runs the specified JavaScript code or function on the panel." input AddCSSClass(string) : "Add a CSS class to the panel." input RemoveCSSClass(string) : "Remove a CSS class from the panel." ] diff --git a/fgd/point/point/point_changelevel.fgd b/fgd/point/point/point_changelevel.fgd index 20d9682d0..0d20d4e3a 100644 --- a/fgd/point/point/point_changelevel.fgd +++ b/fgd/point/point/point_changelevel.fgd @@ -1,7 +1,7 @@ @PointClass base(BaseEntityPoint) appliesto(P2CE) - iconsprite("editor/game_end.vmt") -= point_changelevel: "Level Change Entity" + iconsprite("editor/point_changelevel.vmt") += point_changelevel: "Transitions to another map." [ // Inputs diff --git a/fgd/point/prop/prop_button.fgd b/fgd/point/prop/prop_button.fgd index 2eed63881..bd741d257 100644 --- a/fgd/point/prop/prop_button.fgd +++ b/fgd/point/prop/prop_button.fgd @@ -1,7 +1,7 @@ @PointClass base(BasePedButton) appliesto(P2CE) studioprop() -= prop_button: "A button which is activated by player use or by game inputs. While pressed it can play a tick-tock sound to indicate limited time." += prop_button: "A button which is activated by player use or by game inputs. While pressed, it can play a ticking sound to indicate limited time." [ spawnflags(flags) = [ diff --git a/fgd/point/prop/prop_coreball.fgd b/fgd/point/prop/prop_coreball.fgd index ad1275bfd..2d161e8e1 100644 --- a/fgd/point/prop/prop_coreball.fgd +++ b/fgd/point/prop/prop_coreball.fgd @@ -1,12 +1,11 @@ @PointClass base(BaseEntityAnimating) appliesto(+HL2_ENTITIES) studio("models/props_combine/coreball.mdl") -= prop_coreball: "Special version of prop_scalable, used for EP1's Combine Dark Energy Reactor. " + - "To be rendered correctly, this must be placed at (2688, 12139, 517)." += prop_coreball: "A specialized version of prop_scalable used by the Combine Dark Energy Reactor in the Half-Life 2: Episode One chapter \"Direct Intervention\"." + + "This entity will always spawn with model name \"models/props_combine/coreball.mdl\"." [ - // Inputs - input SetScaleX(vector) : "Scales the coreball in one Axis. Params: