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5 changes: 4 additions & 1 deletion fgd/bases/BaseDustParticleSpawner.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,12 @@
= BaseDustParticleSpawner
[
startdisabled(boolean) : "Start Disabled" : 0
color(color255) : "Particle Color (R G B)" : "255 255 255"
color(color255) : "Start Particle Color (R G B)" : "255 255 255"
color2(color255) : "End Particle Color (R G B)" : "255 255 255"
spawnrate(integer) : "Particle Per Second" : 40 : "Number of particles to spawn, per second."
speedmax(integer) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning."
fallspeed(integer) : "Particle Fall Speed" : 0 : "How fast the particles fall to the ground. This value is subtracted from the particle speed in the Z-axis only."
falldirection(vector) : "Particle Fall Direction" : "0 0 0" : "The direction the particles should fall towards, if they are affected by gravity. Note: setting this vector will prevent the particles from being affected by wind."
lifetimemin(integer) : "Minimum Particle Lifetime" : 3 : "Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'."
lifetimemax(integer) : "Maximum Particle Lifetime" : 5 : "Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this. Will be clamped to a max of 15."
distmax(integer) : "Maximum Visible Distance" : 1024 : "Maximum distance at which particles are visible. They fade to translucent at this distance."
Expand All @@ -19,4 +21,5 @@
// Inputs
input TurnOn(void) : "Turn on."
input TurnOff(void) : "Turn off."
input SetFallDirection(vector) : "Update the particle fall direction."
]
3 changes: 3 additions & 0 deletions fgd/brush/trigger/trigger_gravity.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,4 +3,7 @@
[
gravity(float) : "Gravity (0-1)" : 1
persist(boolean) : "Persist" : 0 : "Whether the gravity change persists. A setting of 0 will reset gravity to default on exiting. 1 will persist and thus act like how it did in older games like TF2."
gravityvector(angle) : "Gravity Direction" : "90 0 0" : "Override the gravity vector of players and paint blobs touching the volume to this direction."

input SetGravityDirection(vector) : "Update the gravity vector."
]
3 changes: 3 additions & 0 deletions fgd/brush/trigger/trigger_vphysics_motion.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,8 @@
]

setgravityscale(float) : "Gravity Scale" : 1.0 : "Scale gravity of objects in the field by this amount."
setgravitydirection(vector) : "Gravity Direction" : "0 0 0" : "Orient gravity for objects in the field towards this direction."
disableaircontrol(boolean) : "Disable Air Control" : 1 : "Disable air control for players touching this volume."
setadditionalairdensity(float) : "Additional air density for drag" : 0
setvelocitylimit(float) : "Velocity Limit" : 0.0 : "Max velocity in field (0 disables)"
setvelocitylimitdelta(float) : "Velocity Limit Force" : 0.0 : "Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)"
Expand All @@ -32,4 +34,5 @@
input SetAngVelocityLimit(float) : "Max angular velocity in field."
input SetAngVelocityScale(float) : "Angular Velocity scale/drag"
input SetLinearForce(float) : "Linear force (0 disables)"
input SetGravityDirection(vector) : "Update the gravity direction."
]