mirror of
https://github.com/fortressforever/fortressforever-scripts.git
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125 lines
4.5 KiB
Text
125 lines
4.5 KiB
Text
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//-------------------------------------------------------------------------
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//
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// Game data file for Fortress Forever.
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//
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//-------------------------------------------------------------------------
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@include "ff_base.fgd"
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@SolidClass = func_ladder :
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"Ladder. Players will be able to move freely along this brush, as if it was a ladder." +
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"Apply the toolsinvisibleladder material to a func_ladder brush."
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[
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]
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//-------------------------------------------------------------------------
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//
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// Camera/monitor entities
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//
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//-------------------------------------------------------------------------
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@PointClass base(Parentname, Angles) studioprop("models/editor/camera.mdl") = point_camera : "Camera"
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[
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spawnflags(Flags) =
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[
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1 : "Start Off" : 0
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]
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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FOV(float) : "FOV" : 90 : "Field of view in degrees"
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// resolution(float) : "resolution" : 256 : "width/height of the render target for the camera"
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UseScreenAspectRatio(choices) : "Screen Aspect Ratio" : 0 =
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[
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0 : "No"
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1 : "Yes"
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]
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fogEnable(choices) : "Fog Enable" : 0 =
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[
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0 : "No"
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1 : "Yes"
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]
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fogColor(color255) : "Fog Color" : "0 0 0"
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fogStart(float) : "Fog Start" : 2048 : "The near fog plane."
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fogEnd(float) : "Fog End" : 4096 : "The far fog/clipping plane."
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renderTarget(string) : "Render Target" : "_rt_Camera" : "The render target of the camera."
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// Inputs
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input ChangeFOV(string) : "Changes camera's FOV over time"
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input SetOnAndTurnOthersOff(void) : "Turn the camera on, and turn all other cameras off."
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input SetOn(void) : "Turn the camera on."
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input SetOff(void) : "Turn the camera off."
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]
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@SolidClass base(func_brush) = func_monitor :
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"A monitor that renders the view from a given point_camera entity."
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[
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target(target_destination) : "Camera name"
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// Inputs
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input Toggle(void) : "Toggle - If on, turn off, if off, turn on."
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input Enable(void) : "Enable."
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input Disable(void) : "Disable."
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input SetCamera(string) : "Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map."
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]
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// Do this w/ LUA exclusively
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//@SolidClass base(Trigger) = trigger_ff_location :
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// "Brush-based location displaying."
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//[
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// areaname(string) : "Area Name" : : "The name of the area this brush is describing e.g. flag room."
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// team(choices) : "Team" : "The team this area belongs to." =
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// [
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// 1 : "No Team"
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// 2 : "Blue Team"
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// 3 : "Red Team"
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// 4 : "Yellow Team"
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// 5 : "Green Team"
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// ]
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//]
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@SolidClass base(Trigger) = trigger_ff_script :
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"Brush-based Fortress Forever goal. Interfaced from the lua scripting environment."
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[
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output OnOutput(void) : "Output to be fired when activated from the lua scripting environment."
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]
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@SolidClass base(Targetname, RenderFields, Global) = trigger_ff_clip :
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"Lua clip brush."
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[
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]
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@PointClass base(Targetname, Parentname, Angles) studio("models/editor/ff_script_helper.mdl") = info_ff_script :
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"Point-based Fortress Forever goal. Interfaced from the lua scripting environment."
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[
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output OnOutput(void) : "Output to be fired when activated from the lua scripting environment."
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]
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@PointClass base(Targetname, Angles) studio("models/editor/playerstart.mdl") = info_ff_teamspawn :
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"Team Spawn. This entity is placed where players will be spawned. The scripting environment in Fortress Forever " +
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"controls which players will be able to spawn here. See the documentation for more details."
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[
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]
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@PointClass base(Targetname, Angles) studio("models/buildable/respawn_turret/respawn_turret.mdl") = ff_miniturret :
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"Respawn turret!"
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[
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]
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@PointClass base(Targetname, Angles) studio("models/props/ff_dustbowl/minecart.mdl") = ff_minecart :
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"VPhysics Mine Cart"
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[
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start_disabled(choices) : "Start Disabled" : "Start the object disabled (unable to move)." =
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[
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0 : "No"
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1 : "Yes"
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]
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]
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@PointClass base(Targetname, Parentname, Angles) cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) color(255 192 0) size(16 16 16) = path_mapguide :
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"An entity used to build paths for map guides to follow. Each path_mapguide is a node on the path, each holding the name of the next path_mapguide in the path."
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[
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target(target_destination) : "Next MapGuide Target" : : "The next path_mapguide in the path."
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wait(float) : "Wait" : 10 : "Seconds spent waiting at this point."
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time(float) : "Time" : 10 : "Seconds spent travelling from this point to the next."
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curvetowards(target_destination) : "Curve towards target" : : "Curve towards this point."
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narration(string) : "Narration" : : "Narration file to play."
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]
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