Wazanator

paint.fgd

Nov 7th, 2013
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  1. ///====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
  2. //
  3. // Purpose: Paint game definition file (.fgd)
  4. //
  5. ///=============================================================================
  6.  
  7. @include "ep2.fgd"
  8. @include "portal2.fgd"
  9.  
  10.  
  11. ///=============================================================================
  12. //
  13. // Logical Entities
  14. //
  15. ///=============================================================================
  16.  
  17.  
  18.  
  19. //@PointClass base(Weapon,Targetname, Parentname) studio("models/weapons/w_portalgun.mdl") = weapon_paintgun : "Paintgun"
  20. //[
  21. //CanFirePortal1(boolean) : "Can Fire Portal 1" : 1 : "Can this portalgun create blue portals?"
  22. //CanFirePortal2(boolean) : "Can Fire Portal 2" : 1 : "Can this portalgun create red portals?"
  23.  
  24. //input ChargePortal1(void) : "Does charge up effect for mounted portalgun."
  25. //input ChargePortal2(void) : "Does charge up effect for mounted portalgun."
  26.  
  27. //input FirePortal1(void) : "Projects portal 1 onto a wall in the facing direction of the gun."
  28. //input FirePortal2(void) : "Projects portal 2 onto a wall in the facing direction of the gun."
  29.  
  30. //input FirePortalDirection1(vector) : "Fires portal 1 in the specified direction."
  31. //input FirePortalDirection2(vector) : "Fires portal 1 in the specified direction."
  32.  
  33. //output OnFiredPortal1(void) : "Fires when the first (blue) portal is fired."
  34. //output OnFiredPortal2(void) : "Fires when the second (red) portal is fired."
  35. //]
  36.  
  37. ///=============================================================================
  38. //
  39. // Brush Entities
  40. //
  41. ///=============================================================================
  42.  
  43. @SolidClass base(Trigger, Targetname) = trigger_temp_painted_surface :
  44. "A trigger volume which is a temporary stand-in for painted surfaces,"+
  45. "until the paint tech is implemented."
  46. [
  47. // Paint Power Type
  48. PaintPowerType(choices) : "Paint Power Type" : 3 :
  49. "The paint power the player will get when he touches the volume."=
  50. [
  51. 0 : "Bounce"
  52. 1 : "Stick"
  53. 2 : "Speed"
  54. 3 : "None (default)"
  55. ]
  56. ]
  57.  
  58.  
  59. ///=============================================================================
  60. //
  61. // Model Entities
  62. //
  63. ///=============================================================================
  64.  
  65. @PointClass base(Weapon) studio("models/weapons/w_portalgun.mdl") = weapon_paintgun : "Paintgun" []
  66.  
  67. @PointClass base(Targetname, Angles, Studiomodel) studio( "models/props/security_camera.mdl" ) = npc_cleaner_bot : "Cleaner Bot"
  68. [
  69. spawnflags(Flags) =
  70. [
  71. 32 : "Autostart" : 1
  72. ]
  73.  
  74. // Inputs
  75. input Enable(void) : "If closed, open."
  76. input Disable(void) : "If open, close."
  77. input Toggle(void) : "Toggle - If open, close. If closed, open."
  78. input Ragdoll(void) : "Disable and fall off the wall."
  79.  
  80. // Outputs
  81. output OnDeploy(void) : "Camera is becoming active and dangerous."
  82. output OnRetire(void) : "Camera is becoming inactive and harmless."
  83. ]
  84.  
  85. @PointClass base(Item) studio("models/items/healthkit.mdl") = item_paint_power_pickup : "Paint Ammo"
  86. [
  87. // Paint power pickup
  88. PaintType(choices) : "Paint Type" : 0 :
  89. "The paint power of the pickup." =
  90. [
  91. 0 : "Bounce"
  92. 1 : "Stick"
  93. 2 : "Speed"
  94. ]
  95. ]
  96.  
  97. @SolidClass base(Trigger, Targetname) = trigger_paint_cleanser :
  98. "A trigger volume that fizzles paint powers from the gun when the player touches it."
  99. [
  100. ]
  101.  
  102. @PointClass base(Targetname,Angles) studio("models/weapons/AR2_grenade.mdl") = paintgun_blob : "Paint Blob"
  103. [
  104. // Paint power pickup
  105. blob_power(choices) : "Blob Power" : 3 :
  106. "The paint power of the blob." =
  107. [
  108. 0 : "Bounce"
  109. 1 : "Stick"
  110. 2 : "Speed"
  111. 3 : "Erase"
  112. ]
  113. ]
  114.  
  115. @PointClass base(Targetname,Angles) studio( "models/props/metal_box.mdl" ) = prop_weighted_cube : "Weighted Cube"
  116. [
  117. skin(choices) : "Cube Type" : 0 =
  118. [
  119. 0 : "Standard"
  120. 1 : "Companion"
  121. 2 : "Reflective"
  122. 3 : "Sphere"
  123. ]
  124.  
  125. PaintPower(choices) : "Paint Power" : 3 :
  126. "The paint power of the pickup." =
  127. [
  128. 0 : "Bounce"
  129. 1 : "Stick"
  130. 2 : "Speed"
  131. 3 : "None"
  132. ]
  133.  
  134. input Dissolve(void) : "Dissolves the cube."
  135. output OnFizzled(void) : "Fired when a cube is fizzled."
  136. ]
  137.  
  138. @PointClass base(Targetname, Angles) studio("models/editor/cone_helper.mdl") = info_paint_sprayer : "An entity that sprays paint."
  139. [
  140. //Paint sprayer
  141. start_active(boolean) : "Start Active?" : 0
  142. PaintType(choices) : "Paint Type" : 0 :
  143. "The type of paint sprayed." =
  144. [
  145. 0 : "Bounce"
  146. 1 : "Stick"
  147. 2 : "Speed"
  148. 3 : "Erase"
  149. ]
  150. blobs_per_second(float) : "Blobs per second" : "1" : "The number of paint blobs sprayed per second."
  151. min_speed(float) : "Min blob speed" : "100" : "The minimum speed of the sprayed blobs."
  152. max_speed(float) : "Max blob speed" : "100" : "The maximum speed of the sprayed blobs."
  153. blob_spread_radius(float) : "Blob spread radius" : "0" : "The starting radius of the spread of the blobs."
  154. blob_spread_angle(float) : "Blob spread angle" : "0" : "The spread of the blobs along its direction vector (in degrees)."
  155. start_radius_min(float): "Blob starting radius min" : "0.5" : "The minimum starting radius of the sprayed blobs."
  156. start_radius_max(float): "Blob starting radius max" : "0.5" : "The maximum starting radius of the sprayed blobs."
  157. end_radius_min(float): "Blob ending radius min" : "0.7" : "The minimum ending radius of the sprayed blobs."
  158. end_radius_max(float): "Blob ending radius max" : "0.7" : "The maximum ending radius of the sprayed blobs."
  159. 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."
  160. 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."
  161.  
  162. input Start(void) : "Tell the paint sprayer to start spraying."
  163. input Stop(void) : "Tell the paint sprayer to stop spraying."
  164. input ChangePaintType(integer) : "Change the type of paint being sprayed."
  165. ]
  166.  
  167. @PointClass base(BasePropPhysics) studio("models/props/futbol.mdl") = prop_paint_bomb : "Paint bomb that explodes on impact."
  168. [
  169. //Paint bomb
  170. PaintType(choices) : "Paint Type" : 3 :
  171. "The type of paint to explode." =
  172. [
  173. 0 : "Bounce"
  174. 1 : "Stick"
  175. 2 : "Speed"
  176. 3 : "Erase"
  177. ]
  178. ]
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