Skip to content

Commit

Permalink
Add a bunch of engine tags to various ents
Browse files Browse the repository at this point in the history
  • Loading branch information
TeamSpen210 committed Mar 2, 2020
1 parent f0c415e commit b553cbd
Show file tree
Hide file tree
Showing 35 changed files with 69 additions and 113 deletions.
1 change: 1 addition & 0 deletions fgd/bases/BModelParticleSpawner.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
= BModelParticleSpawner
[
// These two values break dustmotes.
solid[engine](integer) : "Solid" : 0
solid(choices) readonly: "Solid" : 0 : "This needs to be zero to allow this to not collide." =
[
0: "Non-solid"
Expand Down
1 change: 0 additions & 1 deletion fgd/bases/BaseLogicalNPC.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,6 @@
5: "Auto PVS after PVS"
]
sleepstate[engine](integer) : "Sleep State" : 0

wakeradius(float) : "Wake Radius" : 0 : "Auto-wake if player within this distance"
wakesquad(boolean) : "Wake Squad" : 0 : "Wake all of the NPCs squadmates if the NPC is woken"
enemyfilter(target_destination) : "Enemy Filter" : : "Filter by which to filter potential enemies"
Expand Down
1 change: 1 addition & 0 deletions fgd/bases/BaseNPC.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@
0 : "No (Use speech semaphore)"
1 : "Yes (Don't use speech semaphore)"
]
visiblewhenasleep[ASW](boolean) : "Visible when asleep" : 0 : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)."

linedivider_npc(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""

Expand Down
1 change: 1 addition & 0 deletions fgd/bases/RenderFields.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -99,6 +99,7 @@

disablereceiveshadows(boolean) : "Disable Receiving Shadows" : 0

viewhideflags[enigne](integer) : "View Hide Flags" : 0
viewhideflags[MBase](choices) : "View ID nodraw" : 0 : "This keyvalue can control whether an entity should only draw on things like monitors or mirrors, " +
"or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs." =
[
Expand Down
4 changes: 2 additions & 2 deletions fgd/bases/RopeKeyFrame.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -23,13 +23,13 @@
texturescale(float) : "Texture Scale" : 1 : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up."
collide(boolean) : "Collide with world" : 0

dangling(boolean) : "Start Dangling" : 0
dangling[engine](boolean) : "Start Dangling" : 0
dangling(choices) : "Start Dangling" : 0 : "When set to Yes, the rope starts out detached from its target endpoint." = [
0 : "Start Attached"
1 : "Start Dangling"
]

breakable(boolean) : "Breakable" : 0
breakable[engine](boolean) : "Breakable" : 0
breakable(choices) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot." = [
0 : "Indestructible"
1 : "Breakable"
Expand Down
3 changes: 3 additions & 0 deletions fgd/brush/comp/comp_trigger_p2_goo.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,8 @@
[
enablefade(boolean) : "Enable Fade" : 0 : "Use a player_loadsaved to fade out the view as the player falls/drowns." +
"Otherwise, just kill the player with a trigger_hurt."

fadepreset[engine](color255) : "Fade Color - Preset" : "0 0 0"
fadepreset(choices) : "Fade Color - Preset" : "0 0 0" : "Use a preset color for the fade." =
[
"-1 -1 -1": "Custom"
Expand All @@ -24,6 +26,7 @@
fadecolor(color255) : "Fade Color - Custom" : "0 0 0" : "Specify your own fade color instead."
fadetime(float) : "Fade Time" : 0.5 : "The number of seconds the fade takes to fully occur."

damagetype[engine](integer) : "Damage Type" : 1327104
damagetype(choices) : "Damage Type" : 1327104 : "The type of damage to do to the player." =
[
"32" : "Bottomless Pit (FALL)" // FALL
Expand Down
3 changes: 2 additions & 1 deletion fgd/brush/trigger/trigger_asw_supplies_chatter.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,8 @@
appliesto(ASW) = trigger_asw_supplies_chatter: "A trigger volume that will occasionally make a marine comment about a supply stash."
[
wait(integer) : "Delay Before Reset" : -1 : "Amount of time, in seconds, after the trigger has triggered before it can be triggered again. If set to -1, it will never trigger again."
noammo(choices) : "Supply Type" : "0" : "The type of objects in the nearby supply stash." =
noammo[engine](integer) : "No ammo?" : 0
noammo(choices) : "Supply Type" : 0 : "The type of objects in the nearby supply stash." =
[
0: "Mixed"
1: "No ammo pickups"
Expand Down
4 changes: 2 additions & 2 deletions fgd/brush/trigger/trigger_physics_trap.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -2,11 +2,11 @@
appliesto(ASW, EP1, EP2, HL2, P1, P2)
= trigger_physics_trap: "A volumetric trigger that disintegrates enemies"
[
dissolvetype(choices) : "Dissolve Type" : "Energy" =
dissolvetype[engine](integer) : "Dissolve Type": 0
dissolvetype(choices) : "Dissolve Type" : "0" =
[
0: "Energy"
1: "Heavy electrical"
2: "Light electrical"
]

]
10 changes: 4 additions & 6 deletions fgd/brush/trigger/trigger_stun.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,18 +4,16 @@
trigger_delay(float) : "Trigger Delay" : 0 : "Delay after an entity touches that we fire our first stun."
stun_duration(float) : "Duration" : 0 : "Length of the stun effect."
move_speed_reduction(float) : "Move Speed Reduction" : 0 : "0 to 1 - Amount to reduce the player's move speed. 1 is 100% immobile."
stun_type(choices) : "Stun Type" : "0" =

stun_type[engine](integer) : "Stun Type" : 0
stun_type(choices) : "Stun Type" : 0 =
[
0: "Movement"
1: "Controls + Movement"
2: "Loser State + Controls + Movement"
]

stun_effects(choices) : "Stun Effects" : "0" =
[
0: "No"
1: "Yes"
]
stun_effects(boolean) : "Stun Effects" : 0


// Outputs
Expand Down
4 changes: 2 additions & 2 deletions fgd/point/ai/ai_goal_lead.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -5,10 +5,10 @@
iconsprite("editor/ai_goal_lead.vmt")
= ai_goal_lead: "AI Goal Lead"
[
searchtype(choices) : "Search Type" : "0" : "How to search for the entities using the targetname." =
searchtype[engine](integer) : "Search Type" : 0
searchtype(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
[
0: "Entity Name"
1: "Classname"
]

]
7 changes: 4 additions & 3 deletions fgd/point/ai/ai_goal_operator.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -7,13 +7,14 @@
actor(target_name_or_class) : "Actor to affect" : : "NPC that should perform this operation"
target(target_destination) : "Position entity" : : "Name of the entity that the NPC should move to in order to perform the operation."
contexttarget(target_destination) : "Context target" : : "(Optional) Name of an entity that the operator will use within context."
state(choices) : "Initial State" : "0" =
state[engine](integer) : "Initial State" : 0
state(choices) : "Initial State" : 0 =
[
0: "Not ready (closed, locked, etc)"
1: "Ready (open and accessible)"
]

moveto(choices) : "How should NPC approach?" : "1" =
moveto[engine](integer) : "How should NPC approach?" : 1
moveto(choices) : "How should NPC approach?" : 1 =
[
0: "DO NOT USE THIS SETTING"
1: "Walk"
Expand Down
1 change: 1 addition & 0 deletions fgd/point/ai/ai_goal_standoff.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,7 @@
abandonifenemyhides(boolean) : "Abandon if enemies hide" : 0 : "If no enemy detected recently, stop the standoff"

// Custom aggression
CustomCoverOnReload[engine](boolean) : "Custom: Take cover to reload" : 1
CustomCoverOnReload[MBase](choices) : "Custom: Take cover to reload" : 1 =
[
0 : "No"
Expand Down
3 changes: 2 additions & 1 deletion fgd/point/ambient/ambient_generic.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,8 @@

sourceentityname(target_destination) : "Source Entity" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic."

soundflags[MBase](choices) :"Sound Flags" : 0 : "Additional options for your sound." =
soundflags[engine](integer) : "Sound Flasg" : 0
soundflags[MBase](choices) : "Sound Flags" : 0 : "Additional options for your sound." =
[
0: "None"
128: "[128] Pause when game is paused"
Expand Down
6 changes: 4 additions & 2 deletions fgd/point/assault/assault_assaultpoint.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,8 @@
allowdiversion(boolean) : "Allow diversion" : 0 : "If you come in contact with enemies while approaching the assault point, divert to kill them. Resume the assault once contact is lost."
allowdiversionradius(float) : "Diversion Proximity" : 0 : "If Allow Diversion is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 = No limit."
nevertimeout(boolean) : "Never Timeout" : 0 : "If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point."
strict(choices) : "Strict?" : "0" =
strict[engine](boolean) : "Strict?" : 0
strict(choices) : "Strict?" : 0 =
[
0: "No, NPC may move from point to attack"
1: "Yes, NPC may not move to attack"
Expand All @@ -25,7 +26,8 @@

forcecrouch(boolean) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it."
urgent(boolean) : "Urgent" : 0 : "If true, NPCs will consider movement to this assault point as Urgent Navigation."
assaulttolerance(choices) : "Attack Tolerance" : "36" : "How far this NPC may move from the assault point to try to attack an enemy." =
assaulttolerance[engine](integer) : "Attack Tolerance" : 36
assaulttolerance(choices) : "Attack Tolerance" : 36 : "How far this NPC may move from the assault point to try to attack an enemy." =
[
36: "Tight (3ft)"
72: "Medium (6ft)"
Expand Down
7 changes: 1 addition & 6 deletions fgd/point/asw/asw_colonist.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,5 @@
appliesto(ASW)
studio("models/swarm/Colonist/Male/MaleColonist.mdl") = asw_colonist: "Colonist"
[
notifynavfailblocked(choices) : "Fire output when Nav is blocked?" : "0" =
[
0: "No"
1: "Yes"
]

notifynavfailblocked(boolean) : "Fire output when Nav is blocked?" : 0
]
20 changes: 3 additions & 17 deletions fgd/point/asw/asw_director_control.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,23 +4,9 @@
iconsprite("editor/info_target.vmt") = asw_director_control: "Alien Swarm Director Control"
[
targetname(target_source) : "Name" : "@director" : "The name that other entities refer to this entity by."
wanderers(choices) : "Wandering Aliens" : "0" : "Whether to spawn random drones around the players." =
[
0: "No"
1: "Yes"
]

hordes(choices) : "Hordes" : "1" : "Whether to spawn large groups of drones periodically." =
[
0: "No"
1: "Yes"
]

controlspawners(choices) : "Control Spawners" : "0" : "If enabled, asw_spawners will only work when the director is in an active spawning state." =
[
0: "No"
1: "Yes"
]
wanderers(boolean) : "Wandering Aliens" : "0" : "Whether to spawn random drones around the players."
hordes(boolean) : "Hordes" : "1" : "Whether to spawn large groups of drones periodically."
controlspawners(boolean) : "Control Spawners" : "0" : "If enabled, asw_spawners will only work when the director is in an active spawning state."


// Inputs
Expand Down
13 changes: 0 additions & 13 deletions fgd/point/asw/asw_drone.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -5,19 +5,6 @@
sphere() = asw_drone: "A vicious killing machine with bladed limbs and sharp teeth, easily able to tear a man to pieces, even an armoured IAF marine."
[
moveclone(target_destination) : "Move Clone" : : "If set to an entity name, this alien will match movement with that entity."
sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0: "None"
1: "Waiting for threat"
2: "Waiting for PVS"
3: "Waiting for input"
]

visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." =
[
0: "No"
1: "Yes"
]

spawnflags(flags) : "spawnflags" =
[
Expand Down
14 changes: 0 additions & 14 deletions fgd/point/asw/asw_drone_uber.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,20 +4,6 @@
studio("models/swarm/drone/uberdrone.mdl")
sphere() = asw_drone_uber: "Larger, stronger version of the asw_drone"
[
sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0: "None"
1: "Waiting for threat"
2: "Waiting for PVS"
3: "Waiting for input"
]

visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." =
[
0: "No"
1: "Yes"
]

spawnflags(flags) : "spawnflags" =
[
131072: "Use Ground Checks" : 0
Expand Down
3 changes: 2 additions & 1 deletion fgd/point/asw/asw_env_spark.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,8 @@
rendercolor(color255) : "Color (R G B)" : "231 194 149"
mindelay(string) : "Min Delay" : "0.15" : "The shortest delay between sparks (in seconds)."
maxdelay(string) : "Max Delay" : "1" : "The longest delay between sparks (in seconds). If the max delay is shorter than the min delay, the delay will equal the max."
magnitude(choices) : "Magnitude" : "50" : "The size of the sparks." =
magnitude[engine](integer) : "Magnitude" : 50
magnitude(choices) : "Magnitude" : 50 : "The size of the sparks." =
[
25: "Tiny"
50: "Small"
Expand Down
16 changes: 1 addition & 15 deletions fgd/point/asw/asw_harvester.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,21 +3,7 @@
appliesto(ASW)
studio("models/aliens/harvester/harvester.mdl")
sphere() = asw_harvester: "Swarm Harvester"
[
sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0: "None"
1: "Waiting for threat"
2: "Waiting for PVS"
3: "Waiting for input"
]

visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." =
[
0: "No"
1: "Yes"
]

[
spawnflags(flags) : "spawnflags" =
[
131072: "Use Ground Checks" : 0
Expand Down
14 changes: 0 additions & 14 deletions fgd/point/asw/asw_mortarbug.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,20 +4,6 @@
studio("models/aliens/mortar/mortar.mdl")
sphere() = asw_mortarbug: "Swarm Mortarbug"
[
sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0: "None"
1: "Waiting for threat"
2: "Waiting for PVS"
3: "Waiting for input"
]

visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." =
[
0: "No"
1: "Yes"
]

spawnflags(flags) : "spawnflags" =
[
131072: "Use Ground Checks" : 0
Expand Down
3 changes: 2 additions & 1 deletion fgd/point/asw/asw_objective_kill_aliens.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,8 @@
iconsprite("editor/asw_objective_kill_aliens.vmt") = asw_objective_kill_aliens: "Alien Swarm Mission Objective"
[
numkills(integer) : "Num Kills" : 1 : "How many aliens have to be killed for this objective to be complete."
alienclass(choices) : "Alien Class" : "0" : "Which type of alien must be killed" =
alienclass[engine](integer) : "Alien Class" : 0
alienclass(choices) : "Alien Class" : 0 : "Which type of alien must be killed" =
[
0: "asw_drone"
1: "asw_buzzer"
Expand Down
3 changes: 2 additions & 1 deletion fgd/point/asw/asw_order_nearby_aliens.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,8 @@
color(0 0 255) = asw_order_nearby_aliens
[
radius(float) : "Order Radius" : 400 : "All aliens within this radius of the specified class will receive orders."
alienclass(choices) : "Alien Class" : "0" : "Which type of alien to send orders to." =
alienclass[engine](integer) : "Alien Class" : 0
alienclass(choices) : "Alien Class" : 0 : "Which type of alien to send orders to." =
[
0: "asw_drone"
1: "asw_buzzer"
Expand Down
1 change: 1 addition & 0 deletions fgd/point/bot/bot_action_point.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
next_action_point(target_destination) : "Next Action Point" : : "The next Action Point to approach after performing this one."
desired_distance(float) : "Desired Distance" : 5 : "The distance to get within when approaching this Action Point before the bot says it has reached it."
stay_time(float) : "Stay Time" : 0 : "How long the bot should stay at this action point (while perform any commands if applicable)."
command[engine](string) : "Command" : "taunt"
command(choices) : "Command" : : "Command to give to the bot when it gets within range of this Action Point." =
[
"taunt": "Taunt"
Expand Down
3 changes: 2 additions & 1 deletion fgd/point/bot/bot_generator.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@
autovis(TF2, TFBots, Bot Generator)
= bot_generator: "Entity spawns <count> TFBots every <interval> seconds, with at most <maxActive> active at once"
[
team[engine](string) : "Team" : "auto"
team(choices) : "Team" : "auto" : "Team" =
[
"auto": "Any"
Expand Down Expand Up @@ -31,7 +32,7 @@
interval(float) : "Interval" : 0 : "Time (in seconds) between spawns"
action_point(target_destination) : "Action Point" : : "Put the name of a bot_action_point here to tell the spawned bot to move there."

initail_command[engine](string) : "Initial Command" : "goto action point"
initial_command[engine](string) : "Initial Command" : "goto action point"
initial_command(choices) : "Initial Command" : "goto action point" : "Initial command to give this bot, if any." =
[
"goto action point": "Go to specified Action Point"
Expand Down
3 changes: 3 additions & 0 deletions fgd/point/comp/comp_numeric_transition.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@
"kv" : "KeyValue (AddOutput)"
]

transform[engine](string) : "Value Type" : "speed"
transform(choices) : "Value Type" : "speed" : "The behaviour of the input, used to control what actual values are sent. Regardless of this value, the other options are 'position'-type values!" = [
"set" : "Instantly Set"
"moveto" : "Move to value"
Expand All @@ -36,6 +37,7 @@

line_trans3(string) readonly : "-------------------------------------------"

easing_start[engine](string) : "Easing Start" : "linear"
easing_start(choices) : "Easing Start" : "linear" : "Controls how the animation begins." =
[
"linear" : "None"
Expand All @@ -45,6 +47,7 @@
// "exp" : "Exponential"
"sine" : "Sinusoidal"
]
easing_end[engine](string) : "Easing End" : "linear"
easing_end(choices) : "Easing End" : "linear" : "Controls how the animation ends." =
[
"linear" : "None"
Expand Down
Loading

0 comments on commit b553cbd

Please sign in to comment.