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