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1 change: 1 addition & 0 deletions CREDITS.md
Original file line number Diff line number Diff line change
Expand Up @@ -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)
14 changes: 7 additions & 7 deletions fgd/bases/BaseLogicalNPC.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -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."
Expand All @@ -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'." =
Expand Down
7 changes: 4 additions & 3 deletions fgd/bases/RappelNPC.fgd
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@@ -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."
]
4 changes: 2 additions & 2 deletions fgd/bases/prop_dynamic_base.fgd
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Expand Up @@ -25,15 +25,15 @@


// 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."
input TurnOn(void) : "Make the prop visible."
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."

Expand Down
3 changes: 1 addition & 2 deletions fgd/brush/npc/npc_heli_avoidbox.fgd
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@@ -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
]

]
2 changes: 1 addition & 1 deletion fgd/brush/npc/npc_heli_nobomb.fgd
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@@ -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."
[
]
6 changes: 0 additions & 6 deletions fgd/engine/spraycan.fgd

This file was deleted.

42 changes: 21 additions & 21 deletions fgd/point/env/env_global.fgd
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@@ -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"
Expand All @@ -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."
Expand Down
2 changes: 1 addition & 1 deletion fgd/point/filter/filter_activator_class.fgd
Original file line number Diff line number Diff line change
@@ -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. " +
Expand Down
2 changes: 1 addition & 1 deletion fgd/point/filter/filter_activator_mass_greater.fgd
Original file line number Diff line number Diff line change
@@ -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."
Expand Down
2 changes: 1 addition & 1 deletion fgd/point/filter/filter_activator_model.fgd
Original file line number Diff line number Diff line change
@@ -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. " +
Expand Down
11 changes: 2 additions & 9 deletions fgd/point/info/info_paint_sprayer.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -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." =
[
Expand Down
27 changes: 10 additions & 17 deletions fgd/point/info/info_portal_gamerules.fgd
Original file line number Diff line number Diff line change
@@ -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."
]
7 changes: 4 additions & 3 deletions fgd/point/info/info_radar_target.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -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"
Expand Down
4 changes: 2 additions & 2 deletions fgd/point/info/info_target_gunshipcrash.fgd
Original file line number Diff line number Diff line change
@@ -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."
]
2 changes: 1 addition & 1 deletion fgd/point/item/item_battery.fgd
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
@PointClass base(Item)
appliesto(+HL2_ENTITIES)
studio("models/items/battery.mdl")
= item_battery: "HEV battery"
= item_battery: "HEV suit battery."
[
]
2 changes: 1 addition & 1 deletion fgd/point/item/item_boots.fgd
Original file line number Diff line number Diff line change
@@ -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."
[
]
2 changes: 1 addition & 1 deletion fgd/point/item/item_healthkit.fgd
Original file line number Diff line number Diff line change
@@ -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."
[
]
2 changes: 1 addition & 1 deletion fgd/point/item/item_healthvial.fgd
Original file line number Diff line number Diff line change
@@ -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."
[
]
4 changes: 2 additions & 2 deletions fgd/point/item/item_item_crate.fgd
Original file line number Diff line number Diff line change
@@ -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 =
Expand All @@ -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"
Expand Down
6 changes: 0 additions & 6 deletions fgd/point/item/item_longjump.fgd

This file was deleted.

2 changes: 1 addition & 1 deletion fgd/point/item/item_nugget.fgd
Original file line number Diff line number Diff line change
@@ -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"
Expand Down
12 changes: 6 additions & 6 deletions fgd/point/item/item_paint_power_pickup.fgd
Original file line number Diff line number Diff line change
@@ -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)"
]
]
10 changes: 5 additions & 5 deletions fgd/point/light/light_environment.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -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."
]
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