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weapon_sentry.fgd
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@PointClass size(-16 -16 0, 16 16 32) color(2 64 240) studio("models/w_sentrygun.mdl") = weapon_sentry : "Player Sentry"
[
targetname(target_source) : "Name"
target(target_destination) : "Target"
//dmg(integer) : "Custom Damage" : 0
movetype(choices) : "Gravity Setting" : 0 =
[
-1: "Unmoveable"
0: "Fall to the ground (default)"
5: "Hover in the air"
8: "Hover in the air, ignore brush collision"
]
wpn_v_model(studio) : "Custom V_Model" : ""
wpn_w_model(studio) : "Custom W_Model" : ""
wpn_p_model(studio) : "Custom P_Model" : ""
soundlist(string) : "Sound Replacement File"
CustomSpriteDir(string) : "Custom sprite directory"
IsNotAmmoItem(choices) : "Is Ammo Item" : 0 =
[
0 : "Yes"
1 : "No"
]
health(integer) : "Custom Health"
classify(integer) : "Classification"
displayname(string) : "In-game Name" : ""
attackrange(integer) : "Max Attack Range" : 1200
delay(string) : "Delay Before Trigger" : "0"
m_flCustomRespawnTime(string) : "Custom respawn time"
killtarget(target_destination) : "Kill Target"
exclusivehold(choices) : "Exclusive Hold" : 0 =
[
0 : "No"
1 : "Yes"
]
renderfx(choices) : "Render FX" : 0 =
[
0: "Normal"
1: "Slow Pulse"
2: "Fast Pulse"
3: "Slow Wide Pulse"
4: "Fast Wide Pulse"
9: "Slow Strobe"
10: "Fast Strobe"
11: "Faster Strobe"
12: "Slow Flicker"
13: "Fast Flicker"
5: "Slow Fade Away"
6: "Fast Fade Away"
7: "Slow Become Solid"
8: "Fast Become Solid"
14: "Constant Glow"
15: "Distort"
16: "Hologram (Distort + fade)"
19: "Glow Shell"
]
rendermode(choices) : "Render Mode" : 0 =
[
0: "Normal"
1: "Color"
2: "Texture"
3: "Glow"
4: "Solid"
5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
spawnflags(Flags) =
[
128 : "TOUCH Only" : 0
256 : "USE Only" : 0
512 : "Can Use w/o LoS" : 0
1024: "Disable Respawn" : 0
]
]