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- ///====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
- //
- // Purpose: Paint game definition file (.fgd)
- //
- ///=============================================================================
- @include "ep2.fgd"
- @include "portal2.fgd"
- ///=============================================================================
- //
- // Logical Entities
- //
- ///=============================================================================
- //@PointClass base(Weapon,Targetname, Parentname) studio("models/weapons/w_portalgun.mdl") = weapon_paintgun : "Paintgun"
- //[
- //CanFirePortal1(boolean) : "Can Fire Portal 1" : 1 : "Can this portalgun create blue portals?"
- //CanFirePortal2(boolean) : "Can Fire Portal 2" : 1 : "Can this portalgun create red portals?"
- //input ChargePortal1(void) : "Does charge up effect for mounted portalgun."
- //input ChargePortal2(void) : "Does charge up effect for mounted portalgun."
- //input FirePortal1(void) : "Projects portal 1 onto a wall in the facing direction of the gun."
- //input FirePortal2(void) : "Projects portal 2 onto a wall in the facing direction of the gun."
- //input FirePortalDirection1(vector) : "Fires portal 1 in the specified direction."
- //input FirePortalDirection2(vector) : "Fires portal 1 in the specified direction."
- //output OnFiredPortal1(void) : "Fires when the first (blue) portal is fired."
- //output OnFiredPortal2(void) : "Fires when the second (red) portal is fired."
- //]
- ///=============================================================================
- //
- // Brush Entities
- //
- ///=============================================================================
- @SolidClass base(Trigger, Targetname) = trigger_temp_painted_surface :
- "A trigger volume which is a temporary stand-in for painted surfaces,"+
- "until the paint tech is implemented."
- [
- // Paint Power Type
- PaintPowerType(choices) : "Paint Power Type" : 3 :
- "The paint power the player will get when he touches the volume."=
- [
- 0 : "Bounce"
- 1 : "Stick"
- 2 : "Speed"
- 3 : "None (default)"
- ]
- ]
- ///=============================================================================
- //
- // Model Entities
- //
- ///=============================================================================
- @PointClass base(Weapon) studio("models/weapons/w_portalgun.mdl") = weapon_paintgun : "Paintgun" []
- @PointClass base(Targetname, Angles, Studiomodel) studio( "models/props/security_camera.mdl" ) = npc_cleaner_bot : "Cleaner Bot"
- [
- spawnflags(Flags) =
- [
- 32 : "Autostart" : 1
- ]
- // Inputs
- input Enable(void) : "If closed, open."
- input Disable(void) : "If open, close."
- input Toggle(void) : "Toggle - If open, close. If closed, open."
- input Ragdoll(void) : "Disable and fall off the wall."
- // Outputs
- output OnDeploy(void) : "Camera is becoming active and dangerous."
- output OnRetire(void) : "Camera is becoming inactive and harmless."
- ]
- @PointClass base(Item) studio("models/items/healthkit.mdl") = item_paint_power_pickup : "Paint Ammo"
- [
- // Paint power pickup
- PaintType(choices) : "Paint Type" : 0 :
- "The paint power of the pickup." =
- [
- 0 : "Bounce"
- 1 : "Stick"
- 2 : "Speed"
- ]
- ]
- @SolidClass base(Trigger, Targetname) = trigger_paint_cleanser :
- "A trigger volume that fizzles paint powers from the gun when the player touches it."
- [
- ]
- @PointClass base(Targetname,Angles) studio("models/weapons/AR2_grenade.mdl") = paintgun_blob : "Paint Blob"
- [
- // Paint power pickup
- blob_power(choices) : "Blob Power" : 3 :
- "The paint power of the blob." =
- [
- 0 : "Bounce"
- 1 : "Stick"
- 2 : "Speed"
- 3 : "Erase"
- ]
- ]
- @PointClass base(Targetname,Angles) studio( "models/props/metal_box.mdl" ) = prop_weighted_cube : "Weighted Cube"
- [
- skin(choices) : "Cube Type" : 0 =
- [
- 0 : "Standard"
- 1 : "Companion"
- 2 : "Reflective"
- 3 : "Sphere"
- ]
- PaintPower(choices) : "Paint Power" : 3 :
- "The paint power of the pickup." =
- [
- 0 : "Bounce"
- 1 : "Stick"
- 2 : "Speed"
- 3 : "None"
- ]
- input Dissolve(void) : "Dissolves the cube."
- output OnFizzled(void) : "Fired when a cube is fizzled."
- ]
- @PointClass base(Targetname, Angles) studio("models/editor/cone_helper.mdl") = info_paint_sprayer : "An entity that sprays paint."
- [
- //Paint sprayer
- start_active(boolean) : "Start Active?" : 0
- PaintType(choices) : "Paint Type" : 0 :
- "The type of paint sprayed." =
- [
- 0 : "Bounce"
- 1 : "Stick"
- 2 : "Speed"
- 3 : "Erase"
- ]
- blobs_per_second(float) : "Blobs per second" : "1" : "The number of paint blobs sprayed per second."
- min_speed(float) : "Min blob speed" : "100" : "The minimum speed of the sprayed blobs."
- max_speed(float) : "Max blob speed" : "100" : "The maximum speed of the sprayed blobs."
- blob_spread_radius(float) : "Blob spread radius" : "0" : "The starting radius of the spread of the blobs."
- blob_spread_angle(float) : "Blob spread angle" : "0" : "The spread of the blobs along its direction vector (in degrees)."
- start_radius_min(float): "Blob starting radius min" : "0.5" : "The minimum starting radius of the sprayed blobs."
- start_radius_max(float): "Blob starting radius max" : "0.5" : "The maximum starting radius of the sprayed blobs."
- end_radius_min(float): "Blob ending radius min" : "0.7" : "The minimum ending radius of the sprayed blobs."
- end_radius_max(float): "Blob ending radius max" : "0.7" : "The maximum ending radius of the sprayed blobs."
- radius_grow_time_min(float): "Blob radius grow time min" : "1.0" : "The minimum time taken for the radius of the sprayed blobs to grow from starting radius to ending radius."
- radius_grow_time_max(float): "Blob radius grow time max" : "1.0" : "The maximum time taken for the radius of the sprayed blobs to grow from starting radius to ending radius."
- input Start(void) : "Tell the paint sprayer to start spraying."
- input Stop(void) : "Tell the paint sprayer to stop spraying."
- input ChangePaintType(integer) : "Change the type of paint being sprayed."
- ]
- @PointClass base(BasePropPhysics) studio("models/props/futbol.mdl") = prop_paint_bomb : "Paint bomb that explodes on impact."
- [
- //Paint bomb
- PaintType(choices) : "Paint Type" : 3 :
- "The type of paint to explode." =
- [
- 0 : "Bounce"
- 1 : "Stick"
- 2 : "Speed"
- 3 : "Erase"
- ]
- ]
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