Portal 2/portal2.fgd
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common/Portal 2/bin/portal2.fgd
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: Aperture entity declarations
//
//=============================================================================
@include "base.fgd"
@include "portal.fgd"
@include "halflife2.fgd"
@SolidClass base(Targetname, worldbase, ResponseContext) = worldspawn :
"This is the world entity. Each map can only contain one, and it's automatically created for you."
[
paintinmap(choices) : "Paint in map" : 0 =
[
0 : "No"
1 : "Yes"
]
maxblobcount(integer) : "Max number of blobs" : 250 : "Max number of blobs should NOT be exceed 250"
]
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/angle_helper.mdl") = point_futbol_shooter :
"Fires prop_futbols at a target entity"
[
input SetTarget(string) : "Set new launch target"
input ShootFutbol(void) : "Shoot a futbol at the target"
output OnShootSuccess(void) : "Called when a futbol is successfully fired."
output OnShootFail(void) : "Called when a futbol fails to fire."
launchSpeed(float) : "Launch speed" : "100" : "Speed to launch the futbol."
]
@BaseClass = LinkedPortalDoor : "An entity that can be linked to another door and create a passage between them dynamically."
[
partnername(target_destination) : "Linked Partner" : : "Another 'prop_linked_portal_door' entity which will link to this one."
input SetPartner(string) : "Set a new partner door."
input Open(void) : "Open the door and cause the portal to activate."
input Close(void) : "Close the door and cause the portal to deactivate."
output OnOpen(void) : "Called when the door has started its open animation."
output OnClose(void) : "Called when the door has started its close animation."
output OnEntityTeleportFromMe(void) : "When any entity is teleported from this portal to the linked partner."
output OnPlayerTeleportFromMe(void) : "When the player is teleported from this portal to the linked partner."
output OnEntityTeleportToMe(void) : "When any entity is teleported from this linked partner to the portal."
output OnPlayerTeleportToMe(void) : "When the player is teleported from this linked partner to the portal."
]
@BaseClass = BaseProjector : "The base for all the different projectors (wall & tractor beam)."
[
StartEnabled(boolean) : "Start Enabled" : 1 : "If the projector should start enabled."
DisableHelper(boolean) : "Disable Placement Helper" : 0 : "Disable the automatically created placement helper to prevent it from fighting with a custom one."
input Enable(void) : "Enables projection from this projector."
input Disable(void) : "Disables projection from this projector."
]
@PointClass base(Targetname) sphere(radius) = info_target_personality_sphere : "Personality Sphere Info Target"
[
sphereLine(string) : "Sphere Line" : "" : "Line sphere will speak when we are looking at this target."
radius(float) : "Radius" : 16 : "Radius of this object"
]
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") studioprop() = info_target :
"Portal2 override of info_target. An entity that does nothing. Very useful as a positioning entity for other entities to refer to (i.e. the endpoint of an env_beam)"
[
spawnflags( Flags ) =
[
1 : "Transmit to client (respect PVS)" : 0
2 : "Always transmit to client (ignore PVS)" : 0
]
model(studio) : "World Model"
]
@PointClass base(Targetname, Parentname, Angles) studioprop("models/props/tripwire_turret.mdl") = prop_rocket_tripwire :
"A stationary tripwire that fires a rocket when crossed."
[
RocketSpeed(float) : "Rocket Speed" : 450 : "Speed the rocket will travel at."
RocketLifetime(float) : "Rocket Lifetime" : 20 : "The rocket will automatically detonate after this number of seconds."
input ForceFire(void) : "Forces the rocket turret to fire."
StartDisabled(choices) : "Initial State" : 0 =
[
0 : "Enabled"
1 : "Disabled"
]
output OnTripped(void) : "Fires when the laser has been tripped"
output OnRocketExplode(void) : "Fires when the rocket explodes"
input EnableTripwire(void) : "Enables the rocket tripwire."
input DisableTripwire(void) : "Disables the rocket tripwire."
]
@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics :
"A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
"or other constraints. It can also be configured to break when it takes enough damage. "+
"Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. "+
"If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be "+
"used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead."
[
allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
]
@PointClass base(BasePropPhysics) studioprop() sphere(fademindist) sphere(fademaxdist) = prop_physics_override :
"A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges "+
"or other constraints. It can also be configured to break when it takes enough damage. Health can be overridden on this version."
[
health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
// Inputs
input Ignite(void) : "Ignite, burst into flames."
input IgniteLifetime(float) : "Ignite, with a parameter lifetime."
input IgniteNumHitboxFires(integer) : "Ignite, with a parameternumber of hitbox fires."
input IgniteHitboxFireScale(float) : "Ignite, with a parameter hitbox fire scale."
]
@SolidClass base(Targetname) = func_camera_target :
"Used to produce perfectly reflective glass that renders world + entities."
[
]
@PointClass base(Targetname, Parentname, Angles, LinkedPortalDoor) studio("models/editor/axis_helper_thick.mdl") line(255 255 0, targetname, partnername) = linked_portal_door :
"A door which is linked by a portal to another 'linked_portal_door' entity."
[
width(integer) : "Width" : 128 : "Width of the desired portal."
height(integer) : "Height" : 128 : "Height of the desired portal."
startactive(boolean) : "Start Active" : 0 : "Whether to start the linkage as active from the start."
]
@PointClass base(Targetname, Parentname, Angles, LinkedPortalDoor) studio("models/props/portal_door.mdl") line(255 255 0, targetname, partnername) = prop_linked_portal_door :
"A door which is linked by a portal to another 'prop_linked_portal_door' entity."
[
lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins."
output OnFullyOpen(void) : "Called when the door has finished its open animation."
output OnFullyClosed(void) : "Called when the door has finished its close animation."
]
@PointClass base(Targetname, Parentname, Angles ) studio("models/props/switch001.mdl") = prop_button :
"A button which is activated by player use or by game inputs."
[
Delay(float) : "Delay Before Reset" : 1 : "Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again."
istimer(boolean) : "Play timer sound?" : 0 : "If set, this button will play timer sounds while button is depressed. This allows fast reset by default - use Prevent fast reset to stop this."
preventfastreset(boolean) : "Prevent fast reset?" : 0 : "Buttons that are timer's allow you to reset early - use this to make the button stick for the entire duration."
skin(choices) : "Skin" : 0 =
[
0 : "Clean"
1 : "Rusted"
]
input Press(void) : "Cause the button to be pressed."
input Lock(void) : "Locks the button."
input UnLock(void) : "UnLocks the button."
input CancelPress(void) : "Causes the button to reset quietly and without firing OnButtonReset outputs."
output OnPressed(void) : "Called when the button has been pressed."
output OnPressedBlue(void) : "Called in Coop when the button has been pressed by the Blue player."
output OnPressedOrange(void) : "Called in Coop when the button has been pressed by the Orange player."
output OnButtonReset(void) : "Called when the button has reset after being pressed."
]
@PointClass base(prop_button) studio("models/props_underground/underground_testchamber_button.mdl") = prop_under_button :
"A button which is activated by player use or by game inputs, for use in underground test chambers"
[
]
@PointClass base(Targetname, Parentname, Angles ) studio() = prop_floor_button :
"A floor button which is activated by a player or objects."
[
model(studio) : "Button model" : "models/props/portal_button.mdl" : "Button model must have the correct sequences and attachments in order to work as a button."
input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position."
input PressOut(void) : "Unpress the button, sending it to the top position."
output OnPressed(void) : "Called when the button has been pressed."
output OnPressedBlue(void) : "Called in Coop when the button has been pressed by the Blue player."
output OnPressedOrange(void) : "Called in Coop when the button has been pressed by the Orange player."
output OnUnPressed(void) : "Called when the button has been unpressed."
]
@PointClass base(Targetname, Parentname, Angles ) studio("models/props/box_socket.mdl") = prop_floor_cube_button :
"A floor button which is activated by a prop_weighted_cube."
[
AcceptsBall(boolean) : "Accepts Balls" : 1 : "If this button gets activated by the spherical cubes?"
input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position."
input PressOut(void) : "Unpress the button, sending it to the top position."
output OnPressed(void) : "Called when the button has been pressed."
output OnUnPressed(void) : "Called when the button has been unpressed."
]
@PointClass base(Targetname, Parentname, Angles ) studio("models/props/ball_button.mdl") = prop_floor_ball_button :
"A floor button which is only activated by a prop_weighted_cube that is set to Cube Type = Sphere."
[
input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position."
input PressOut(void) : "Unpress the button, sending it to the top position."
output OnPressed(void) : "Called when the button has been pressed."
output OnUnPressed(void) : "Called when the button has been unpressed."
]
@PointClass base(Targetname, Parentname, Angles ) studio("models/props_underground/underground_floor_button.mdl") = prop_under_floor_button :
"A floor button which is activated by a player or objects, for use in the underground test chambers"
[
output OnPressed(void) : "Called when the button has been pressed."
output OnUnPressed(void) : "Called when the button has been unpressed."
]
@PointClass base(Targetname, Angles, BaseProjector) studio("models/props/wall_emitter.mdl") = prop_wall_projector : "Wall Projector"
[
]
@PointClass base(Targetname, Parentname, Angles, EnableDisable) sphere(radius) studio("models/editor/angle_helper.mdl") = info_placement_helper : "Placement helper"
[
radius(float) : "Radius" : 16 : "Radius in which to influence placement.,"
proxy_name(target_destination) : "Proxy Entity Name" : : "Name of the entity we want to use for our real placement position."
attach_target_name(string) : "Attach Entity Name" : : "Name of the entity we want force our attachment to. Used to combine objects."
snap_to_helper_angles(boolean) : "Use helper's angles" : 0 : "Placed objects will snap to the angles of the placement helper."
force_placement(boolean) : "Force Placement" : 0 : "Avoids placement rules when placing at this helper."
output OnObjectPlaced(void) : "An object has been successfully placed using us as a guide."
output OnObjectPlacedSize(integer) : "When an object is successfully placed, this sends the scale level as an out value"
]
@PointClass base(Targetname) iconsprite("editor/info_target.vmt") studioprop() = info_player_ping_detector : "Player Ping Detector"
[
FuncTankName(target_destination) : "Func Tank Entity" : : "Name of the func_tank that will be told to look at the ping location when detected."
TeamToLookAt(choices) : "Team to Observe" : 2 : "Which team's pings to look at." =
[
1 : "Both"
2 : "Orange"
3 : "Blue"
]
Enabled(choices) : "Default State" : 1 : "Is this entity enabled by defualt or not?" =
[
0 : "Disabled"
1 : "Enabled"
]
input Enable(void) : "Starts listening for pings and will fire outputs when found."
input Disable(void): "Disable this entity from listening for pings."
input Toggle(void): "DToggle from Enabled to Disabled and vice versa."
output OnPingDetected(void) : "Fired when a ping is detected."
]
@SolidClass base(Trigger) = func_placement_clip : "Specifies a region where things cannot be built."
[
]
//-------------------------------------------------------------------------
//
// NPCs
//
//-------------------------------------------------------------------------
@FilterClass base(BaseFilter) iconsprite("editor/filter_name.vmt") = filter_player_held :
"A filter that only accepts objects held by the player."
[
]
@PointClass base(Parentname, Targetname, Angles, Reflection) studio() = env_portal_laser
: "Laser beam that will move through portals and reflect off metal surfaces."
[
NoPlacementHelper(boolean) : "No placement helper" : 0 : "Don't automatically create a portal placement helper at the end of the laser."
model(studio) : "Laser model" : "models/props/laser_emitter.mdl"
StartState(choices) : "Start off?" : 0 =
[
1 : "Yes"
0 : "No"
]
LethalDamage(choices) : "Deal lethal damage" : 0 =
[
0 : "Non-lethal"
1 : "Lethal"
]
AutoAimEnabled(boolean) : "Should auto aim" : 1 : "Default to enabled"
skin(choices) : "Skin Type" : 0 =
[
0 : "Clean"
1 : "Rusted"
]
input Toggle( void ) : "Toggle the laser on and off."
input TurnOn( void ) : "Turn the laser on."
input TurnOff( void ) : "Turn the laser off."
]
@PointClass base(Targetname) = point_laser_target
: "Target for lasers to strike. The entity will fire outputs when struck and unstruck."
[
terminalpoint(boolean) : "Terminal Point" : 1
output OnPowered(void) : "Fired when a laser hits the target."
output OnUnpowered(void) : "Fired when a laser has stopped hitting the target."
]
@PointClass base(Parentname, Targetname, Reflection) studio() = prop_laser_catcher
: "Laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck."
[
SkinType(choices) : "Skin Type" : 0 =
[
0 : "Clean"
1 : "Rusted"
]
model(studio) : "laser catcher model" : "models/props/laser_catcher.mdl"
output OnPowered(void) : "Fired when a laser hits the target."
output OnUnpowered(void) : "Fired when a laser has stopped hitting the target."
]
@PointClass base(Parentname, Targetname, Reflection) studio() = prop_laser_relay
: "Laser catcher that has target for lasers to strike. The entity will fire outputs when struck and unstruck."
[
model(studio) : "laser relay model" : "models/props/laser_receptacle.mdl"
output OnPowered(void) : "Fired when a laser hits the target."
output OnUnpowered(void) : "Fired when a laser has stopped hitting the target."
]
@PointClass base(Targetname,Angles, Reflection) studio( "models/props/metal_box.mdl" ) = prop_weighted_cube : "Weighted Cube"
[
skin(choices) : "Skin (OLD)" : 0 =
[
0 : "Standard"
1 : "Companion"
2 : "Standard Activated"
3 : "Reflective"
4 : "Sphere"
5 : "Antique"
]
CubeType(choices) : "Cube Type" : 0 =
[
0 : "Standard"
1 : "Companion"
2 : "Reflective"
3 : "Sphere"
4 : "Antique"
]
SkinType(choices) : "Skin Type" : 0 =
[
0 : "Clean"
1 : "Rusted"
]
PaintPower(choices) : "Paint Power" : 4 :
"The paint power of the cube." =
[
0 : "Bounce"
1 : "Stick"
2 : "Speed"
3 : "Portal"
4 : "None"
]
NewSkins(boolean) : "Use new skins" : 0 : "Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field."
allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
input EnablePortalFunnel(void) : "Enable portal funneling behavior."
input DisablePortalFunnel(void) : "Disable portal funneling behavior."
input Dissolve(void) : "Dissolves the cube."
input SilentDissolve(void) : "Kills the cube and fires its OnFizzled output."
input PreDissolveJoke(void) : "GLaDOS make a funny about the cube."
input ExitDisabledState(void) : "Exits the disabled state of a reflective cube."
output OnFizzled(void) : "Fired when a cube is fizzled."
output OnOrangePickUp(void) : "Orange picked up the cube."
output OnBluePickUp(void) : "Blue picked up the cube."
output OnPlayerPickup(void) : "Player picked up the cube."
output OnPhysGunDrop(void) : "Player dropped the cube."
output OnPainted(void) : "Cube got painted."
]
@SolidClass base(Trigger) = trigger_catapult : "Catapult the player in a given diretion at a given velocity."
[
playerSpeed(float) : "Player Speed" : 450 : "Speed at which to launch the players (u/sec)"
physicsSpeed(float) : "Physics Object Speed" : 450 : "Speed at which to launch physics objects (u/sec)"
useThresholdCheck(boolean) : "Use Threshold Check" : 0
entryAngleTolerance(float) : "Entry Angle Tolerance" : "0.0" : "Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes."
useExactVelocity(boolean) : "Use Exact Velocity" : 0 : "Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target."
exactVelocityChoiceType(choices) : "Exact Solution Method" : 0 :
"Using exact velocity generates two correct solutions. Use this to force which one you choose." =
[
0 : "Best"
1 : "Solution One"
2 : "Solution Two"
]
lowerThreshold(float) : "Lower Threshold" : "0.15" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes."
upperThreshold(float) : "Upper Threshold" : "0.30" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes."
launchDirection(angle) : "Launch direction" : "0 0 0" : "Direction to launch the player in."
launchTarget(target_destination) : "Launch target" : "" : "Entity to try to 'hit' when we're launched."
onlyVelocityCheck(boolean) : "Only check velocity" : 0 : "Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled."
applyAngularImpulse(boolean) : "Apply angular impulse" : 1 : "If a random angular impulse should be applied to physics objects being catapulted."
AirCtrlSupressionTime(float) : "Air Control SupressionTime" : "-1.0" : "[Launch by target only!]If greater than zero, supress player aircontrol for this number (in seconds). If less than zero use the default (quarter second)."
output OnCatapulted(void) : "The object has been launched."
]
@PointClass base(BasePropPhysics) studio( "models/props/futbol.mdl" ) = prop_glass_futbol : "Magic glass futbol which the player uses to power futbol sockets."
[
SpawnerName(string) : "Spawner Name" : "" : "Name of prop_glass_futbol_spawner for this futbol to respawn in once broken."
]
@PointClass base(Targetname) studio( "models/props/futbol_dispenser.mdl" ) = prop_glass_futbol_spawner : "Spawns magic glass futbols. Will re-create a futbol when it's created futbol breaks."
[
StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map."
// Inputs
input ForceSpawn(void) : "Spawns a new futbol. Usually isn't nessicary, because futbols respawn automatically if broken."
// Outputs
output OnFutbolSpawned(void) : "Created a new futbol."
output OnFutbolGrabbed(void) : "Player has taken the futbol out of this spawner."
]
@PointClass base(Targetname) studio( "models/props/futbol_socket.mdl" ) = prop_glass_futbol_socket : "Catches futbols and fires an output."
[
// Outputs
output OnFutbolReleased(void) : "Player has taken the futbol out of this socket."
output OnFutbolCaught(void) : "This socket has captured a futbol."
]
@PointClass base(Targetname) = portalmp_gamerules : "Proxy entity for Portal 2 Gamerules"
[
input AddRedTeamScore(integer) : "Add to the Red team score (can be a negative number)"
input AddBlueTeamScore(integer) : "Add to the Blue team score (can be a negative number)"
]
@PointClass base(Parentname, Targetname, Angles) studio("models/effects/cappoint_hologram.mdl") = item_nugget : "Aperture Incentivizing Nugget"
[
GroupName(string) : "Group Name" : : "Giving nuggets a group name hints the game that they are intended to be a group"
RespawnTime(float) : "Respawn Time" : 30 : "Number of seconds between when a nugget is collected and when it respawns"
PointValue(choices) : "Point Value" : 1 =
[
1 : "1"
5 : "5"
10 : "10"
25 : "25"
]
]
@SolidClass base(func_portal_detector) = func_portalled : "Fires outputs when an entity teleports through a portal in its volume"
[
FireOnDeparture(boolean) : "Fire On Departure" : 1 : "Fire when the entity is entering this portal"
FireOnArrival(boolean) : "Fire On Arrival" : 1 : "Fire when the entity is exiting this portal"
FireOnPlayer(boolean) : "Player" : 1 : "Fire when a player has portalled"
output OnEntityPrePortalled(void) : "Fires when the entity is about to portal."
output OnEntityPostPortalled(void) : "Fires when the entity is done portalling."
]
@PointClass base(Targetname) = logic_player_slowtime : "Start/stops player being in slow time"
[
input StartSlowingTime(float) : "Start slowing time for the player (with a set duration)."
input StopSlowingTime(void) : "Stop slowing time for the player."
]
@PointClass base(Targetname) = logic_timescale : "Changes the server's timescale"
[
BlendTime(float) : "Blend Time" : 0 : "The amount of time it takes to ramp to the desired timescale when triggered."
input SetDesiredTimescale(float) : "Sets the desired timescale and starts slowing time (will blend to desired using the specified blend time)."
input SetTimescaleBlendTime(float) : "Set the amount of time that it takes to ramp to the desired timescale when triggered."
]
@PointClass base(Targetname) = env_player_viewfinder : "When enabled, the viewfinder screen overlay will turn on."
[
input ShowViewFinder(void) : "Shows the view finder scren overlay."
input HideViewFinder(void) : "Hides the view finder scren overlay."
]
@PointClass base(Targetname, PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_coop_spawn : "Player spawns for cooperative mode"
[
Enabled(choices) : "Initial State" : 0 =
[
0 : "Disabled"
1 : "Enabled"
]
StartingTeam(choices) : "Team" : 0 =
[
0 : "Any"
2 : "Red"
3 : "Blue"
]
ForceGunOnSpawn(boolean) : "Force gun on spawn" : 0 : "Force the blue player to start with the portal gun and the red player to start with the paint gun."
input Enable(void) : "Enable the spawn point to be used."
input SetAsActiveSpawn(void) : "Enable the spawn point to be used, disabling all other spawn points that do not share the same name."
input Disable(void) : "Disable the spawn point from being used."
input SetTeam(integer) : "Set the team this spawn point is for. 0 and 1 are any team. 2 is red, 3 is blue"
]
@PointClass base(TalkNPC,Parentname) studio("models/npcs/personality_sphere/personality_sphere.mdl") = npc_personality_core
[
ModelSkin(choices) : "Alt Model Skin" : 0 : "If using the 'alt' skin, this sets the eye color -- If not using the alt skin, (0 = broken) (1=normal)" =
[
0 : "Blue Eye / Broken"
1 : "Green Eye / Normal"
2 : "Red Eye / NA"
3 : "Purple Eye / NA"
]
altmodel(choices) : "Use Alternate Skins" : 0 : "Use the model with corrupted skins, instead of the skins in the original model. " =
[
0 : "No"
1 : "Yes"
]
output OnPlayerPickup(void) : "Fired whenever the player picks up the core."
output OnPlayerDrop(void) : "Fired whenever the player drops the core."
input EnableMotion(void) : "Enable physics motion/collision response."
input DisableMotion(void) : "Disable physics motion/collision response."
input EnableFlashlight(void) : "Enable the eye flashlight."
input DisableFlashlight(void) : "Disable the eye flashlight."
input ForcePickup(void) : "Force the player to pickpup the sphere."
input EnablePickup(void) : "Allow player pickup."
input DisablePickup(void) : "Disable player pickup."
input PlayAttach(void) : "Play the attach animation, used for syncing with the socket animation."
input PlayDetach(void) : "Play the attach animation, used for syncing with the socket animation."
input PlayLock(void) : "Play the lock animation, used for syncing with the socket animation."
input SetIdleSequence(string) : "Set a sequence to use as an idle."
input ClearIdleSequence(void) : "Return to the default idle animation."
input Explode(void) : "Explode the sphere."
]
@PointClass base(BasePropPhysics,Parentname) studio("models/npcs/monsters/monster_a.mdl") = prop_monster_box
[
StartAsBox(boolean) : "Start As Box" : 0 : "Start as an Box."
BoxSwitchSpeed(float) : "Box Switch Speed" : 400 : "Speed to force switch to a box."
AllowSilentDissolve(boolean) : "Allow SilentDissolve input" : 0 : "Allow the SilentDissolve input to dissolve this monster."
input BecomeBox(string) : "Force the monster to stay as a box."
input BecomeMonster(void) : "Allow the monster to come out when set down."
input BecomeShortcircuit(void) : "Short circuit this box and don't allow him to move anymore."
input Dissolve(void) : "Dissolves the monster."
output OnFizzled(void) : "Fired when the monster gets fizzled."
input SilentDissolve(void) : "Kills the monster box and fires its OnFizzled output."
]
@PointClass base(Targetname, Parentname, Angles) studio("models/props/sign_frame01/sign_frame01.mdl") line(255 255 0, targetname, IndicatorLights) = prop_indicator_panel
[
TimerDuration(float) : "Timer Duration" : 0 : "Amount of time the counter will count down"
Enabled(boolean) : "Start visible?" : 0 : "Whether the timer should be initially visible."
IsTimer(boolean) : "Is a timer" : 0 : "Whether we're a countdown timer or not."
IsChecked(boolean) : "Is checked" : 0 : "If this is a binary indicator, whether this is checked or not."
IndicatorLights(target_destination) : "Indicator Lights" : "" : "If supplied, assumes this is a group of indicators lights to toggle when the indicator is toggled."
input Check(void) : "Sets the indicator state to be 'checked'."
input Uncheck(void) : "Sets the indicator state to be 'unchecked'."
input Start(void) : "Start counting down."
input Stop(void) : "Stop the counter at its current value."
input Reset(void) : "Reset the timer back to its default value."
]
@PointClass base(Targetname, Parentname, Angles) studio("models/props/sign_frame01/sign_frame01.mdl") = prop_tic_tac_toe_panel
[
output OnPlayer1Pinged(void) : "Fired if pinged by Player 1."
output OnPlayer2Pinged(void) : "Fired if pinged by Player 2."
]
@SolidClass base(Trigger) = trigger_playerteam : "Triggers different outputs for different players touching the trigger."
[
target_team(choices) : "Target Team" : 0 : "Which team (or all) to allow to touch this trigger." =
[
0 : "Both"
3 : "Blue"
2 : "Orange"
]
trigger_once(boolean) : "Trigger Once" : "No" : "Only trigger once, then remove the trigger."
output OnStartTouchOrangePlayer(void) : "Orange player has started touching the trigger."
output OnStartTouchBluePlayer(void) : "Blue player has started touching the trigger."
output OnEndTouchOrangePlayer(void) : "Orange player has stopped touching the trigger."
output OnEndTouchBluePlayer(void) : "Blue player has stopped touching the trigger."
]
@SolidClass base(Targetname) = trigger_ping_detector : "Detects whether a player has pinged in its region."
[
output OnOrangePlayerPinged(void) : "Fired when the orange player has pinged inside the trigger."
output OnBluePlayerPinged(void) : "Fired when the blue player has pinged inside the trigger."
]
@PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark_entry : "Entry landmark"
[
]
@PointClass base(Targetname) iconsprite("editor/info_landmark") = info_landmark_exit : "Exit landmark"
[
]
@PointClass base(Targetname) iconsprite("editor/game_end.vmt") = point_changelevel : "Level Change Entity"
[
input ChangeLevel(string) : "Changes the level to the map name supplied as a parameter."
output OnChangeLevel(void) : "Fired when the level is about to change."
]
@PointClass base(Targetname, Parentname, Angles, BaseProjector, Reflection, Shadow) studio("models/props/tractor_beam_emitter.mdl") = prop_tractor_beam : "Emitter for a tractor beam."
[
linearForce(float) : "Linear Force" : 250 : "Linear force to apply to objects in the beam."
noemitterparticles(boolean) : "Disable Emitter Particles" : 0 : "Disable the whirly particles on the emitter."
input SetLinearForce(float) : "Set the linear force applied to objects in the beam."
use128model(boolean) : "Use 128 model" : 0 : "Use the tbeam projector model that fits within a 128 unit square."
// input Enable(void) : "Turn the beam on."
// input Disable(void) : "Turn the beam off."
]
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/cone_helper.mdl") = info_paint_sprayer : "An entity that sprays paint."
[
//Paint sprayer
maxblobcount(integer) : "Max number of blobs" : 250 : "Max number of blobs that sprayer can spawn in the world (1-250)."
light_position_name(string) : "Light Position Name" : : "Name of the entity we want to use as blobs light position."
start_active(boolean) : "Start Active?" : 0
silent(boolean) : "Silent?" : "0" : "If this flag is true, blobs will only paint (no render, effect, or sound)"
DrawOnly(boolean) : "DrawOnly?" : "0" : "If this flag is true, blobs will only render (no paint, effect, or sound)"
PaintType(choices) : "Paint Type" : 0 :
"The type of paint sprayed." =
[
0 : "Bounce"
1 : "Stick"
2 : "Speed"
3 : "Portal"
4 : "Erase"
]
RenderMode(choices) : "Render Mode" : 0 :
"The mode to render blobs." =
[
0 : "Blobulator"
1 : "Fast Sphere"
]
AmbientSound(choices) : "Ambient Sound" : 0 :
"The sound to play when paint is flowing." =
[
0 : "None (silent)"
1 : "Drip"
2 : "Medium Flow"
3 : "Heavy Flow"
]
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)."
blob_streak_percentage(float) : "Blob streak percentage" : "0" : "The percentage of blobs that will streak (0 - 100)."
min_streak_time(float) : "Blob min streak time" : "0.2" : "The minimum time that the blobs will streak for."
max_streak_time(float) : "Blob max streak time" : "0.5" : "The maximum time that the blobs will streak for."
min_streak_speed_dampen(float) : "Blob min streak speed dampen" : "500" : "The minimum speed dampening while streaking."
max_streak_speed_dampen(float) : "Blob max streak speed dampen" : "1000" : "The maximum speed dampening while streaking."
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(Targetname,Angles) studio("models/props/futbol.mdl") = prop_paint_bomb : "Paint bomb that explodes on impact."
[
//Paint bomb
PaintType(choices) : "Paint Type" : 4 :
"The type of paint to explode." =
[
0 : "Bounce"
1 : "Stick"
2 : "Speed"
3 : "Portal"
4 : "Erase"
]
BombType(choices) : "Bomb Type" : 0 :
"The type of explosion." =
[
0 : "Dry Bomb"
1 : "Wet Bomb"
]
allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
AllowSilentDissolve(boolean) : "Allow SilentDissolve input" : 0 : "Allow the SilentDissolve input to dissolve this bomb."
playspawnsound(boolean) : "Play Spawn Sound" : 1 : "Whether or not this bomb should play a sound on spawn."
input Dissolve(void) : "Dissolves the paint bomb."
input SilentDissolve(void) : "Kills the paint bomb and fires its OnFizzled output."
input EnablePortalFunnel(void) : "Enable portal funneling behavior."
input DisablePortalFunnel(void) : "Disable portal funneling behavior."
output OnFizzled(void) : "Fired when a paint bomb is fizzled."
output OnExploded(void) : "Fired when a paint bomb explodes."
]
@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"
3 : "Portal"
]
]
@SolidClass base(Trigger, Targetname) = trigger_paint_cleanser :
"A trigger volume that fizzles paint powers from the gun when the player touches it."
[
]
@PointClass base(Weapon) studio("models/weapons/w_portalgun.mdl") = weapon_paintgun : "Paintgun" []
@PointClass base(Targetname) = point_survey : "Displays a survey to the player"
[
surveyname(string) : "Survey Name" : : "The name of the survey keyvalues file."
input ShowSurvey(string) : "Displays the survey."
output OnSurveyComplete(void) : "Fired when the player finishes a survey."
]
@PointClass base(Targetname, Angles) studio("models/effects/cappoint_hologram.mdl") = portal_race_checkpoint : "Checkpoint for race maps."
[
ResetTime(float) : "Reset Time" : "5.0" : "The time it takes for the checkpoint to reset after activation"
output OnCheckpointActivated(void) : "Fired when the checkpoint is activated by the player."
output OnCheckpointReset(void) : "Fired when the checkpoint is reset after being activated by the player."
input Activate(void) : "Activates the checkpoint."
input CancelActivate(void) : "Cancels the checkpoint's activated state."
input Lock(void) : "Locks the checkpoint from being activated."
input Unlock(void) : "The checkpoint can be activated."
]
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/axis_helper_thick.mdl") = vgui_level_placard_display :
"Pre-level display placard entity."
[
]
@PointClass base(Targetname, Parentname, Angles) studio("models/editor/axis_helper_thick.mdl") = vgui_mp_lobby_display :
"MP lobby display for day selection."
[
]
@PointClass base(BasePropPhysics) studio( "models/props/futbol.mdl" ) = prop_exploding_futbol : "Magic exploding futbol which the player uses to power futbol sockets."
[
SpawnerName(string) : "Spawner Name" : "" : "Name of prop_exploding_futbol_spawner for this futbol to respawn in once it has exploded."
ShouldRespawn(boolean) : "Should Respawn" : "0" : "Should the futbol respawn at its spawner after exploding. Note: Spawner needs to be set for this to work."
ExplodeOnTouch(boolean) : "Explode on touch" : "1" : "If the futbol should explode when it touches something."
input Explode(void) : "Explodes the futbol."
]
@PointClass base(Targetname) studio( "models/props/futbol_dispenser.mdl" ) = prop_exploding_futbol_spawner : "Spawns magic exploding futbols. Will re-create a futbol when it's created futbol explodes."
[
StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map."
IsTimed(boolean) : "Is Futbol Timed?" : "0" : "If the futbol should explode after a set amount of time."
Timer(float) : "Explode Timer" : "0" : "The time after which the futbol explodes if it is timed."
TimerIndicatorName(target_destination) : "Timer Indicator Panel" : "" : "The name of the timer panel associated with the futbol, if any."
// Inputs
input ForceSpawn(void) : "Spawns a new futbol. Usually isn't nessicary, because futbols respawn automatically if broken."
// Outputs
output OnFutbolSpawned(void) : "Created a new futbol."
output OnFutbolGrabbed(void) : "Player has taken the futbol out of this spawner."
]
@PointClass base(Targetname) studio( "models/props/futbol_socket.mdl" ) = prop_exploding_futbol_socket : "Catches futbols and fires an output."
[
// Outputs
output OnFutbolReleased(void) : "Player has taken the futbol out of this socket."
output OnFutbolCaught(void) : "This socket has captured a futbol."
]
@PointClass base(Targetname, Angles) sphere(radius) sphere(inner_radius) = point_push: "Point Push"
[
spawnflags(Flags) =
[
1 : "Test LOS before pushing" : 0
2 : "Use angles for push direction" : 0
4 : "No falloff (constant push at any distance)" : 0
8 : "Push players" : 1
16 : "Push physics" : 1
]
enabled(boolean) : "Start Enabled" : 1
magnitude(float) : "Magnitude" : 100 : "How strongly to push away from the center."
radius(float) : "Radius" : 128 : "Radius to affect items in."
inner_radius(float) : "Inner radius" : "0" : "If not zero, the LOS is calculated from a point intersecting this sphere."
influence_cone(float) : "Cone of Influence" : "0" : "If greater than zero, the cone (in degrees) within which the object must lie for it to be affected."
input Enable(void) : "Enable the push."
input Disable(void): "Disable the push."
]
@PointClass base(prop_physics) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_physics_paintable :
"A dynamic prop that can be painted."
[
PaintPower(choices) : "Paint Power" : 4 :
"The paint power of the pickup." =
[
0 : "Bounce"
1 : "Stick"
2 : "Speed"
3 : "Portal"
4 : "None"
]
]
@PointClass base(Targetname) iconsprite("editor/logic_coop_manager.vmt") = logic_coop_manager :
"Manages two sets of values and can fire outputs based on the state of those values. " +
"Useful in coop where you can have players independently setting states on buttons, switches, etc."
[
// keys
DefaultPlayerStateA(choices) : "Default State A" : 0 :
"The default state of A" =
[
0 : "FALSE"
1 : "TRUE"
]
DefaultPlayerStateB(choices) : "Default State B" : 0 :
"The default state of B" =
[
0 : "FALSE"
1 : "TRUE"
]
// Inputs
input SetStateATrue(void) : "Set State A to TRUE"
input SetStateAFalse(void) : "Set State A to FALSE"
input ToggleStateA(void) : "Toggle State A"
input SetStateBTrue(void) : "Set State B to TRUE"
input SetStateBFalse(void) : "Set State B to FALSE"
input ToggleStateB(void) : "Toggle State B"
// Outputs
output OnChangeToAllTrue(void) : "Fires when ALL of the values change to TRUE for the first time"
output OnChangeToAnyTrue(void) : "Fires when ANY of the values change to tTRUE for the first time"
output OnChangeToAllFalse(void) : "Fires when ALL of the values change to FALSE for the first time"
output OnChangeToAnyFalse(void) : "Fires when ANY of the values change to FALSE for the first time"
]
@PointClass base(Targetname, Parentname, Angles) studio("models/props/portal_door_combined.mdl") = prop_testchamber_door :
"Test chamber door entity."
[
lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins."
AreaPortalWindow(target_destination) : "Area Portal Window Name" : "" : "The name of an area portal window that is controlled by the door."
UseAreaPortalFade(boolean) : "Fade Area Portal?" : 0 : "If the area portal should use the specified fade distances to fade out."
AreaPortalFadeStart(float) : "Fade Start Distance" : 0 : "The distance at which the area portal starts fading out."
AreaPortalFadeEnd(float) : "Fade End Distance" : 0 : "The distance at which the area portal turns completely opaque."
input Open(void) : "Open the door and cause the portal to activate."
input Close(void) : "Close the door and cause the portal to deactivate."
input Lock(void) : "Locking a door will prevent the Open or Close inputs from doing anything."
input Unlock(void) : "If locked, unocking a door will allow the Open or Close inputs to function."
output OnOpen(void) : "Called when the door has started its open animation."
output OnClose(void) : "Called when the door has started its close animation."
output OnFullyOpen(void) : "Called when the door has finished its open animation."
output OnFullyClosed(void) : "Called when the door has finished its close animation."
]
@PointClass base(BaseNPC, Parentname, RenderFields, Shadow) studio() = npc_wheatley_boss : "Wheatley NPC stub"
[
model(studio) : "Model"
]
@PointClass base(Targetname) sphere(radius) = paint_sphere : "Paint brush entities inside the sphere"
[
paint_type(choices) : "Paint Type" : 0 :
"The type of paint." =
[
0 : "Bounce"
1 : "Stick"
2 : "Speed"
3 : "Portal"
4 : "Erase"
]
radius(float) : "Radius" : "60.f" : "Radius of paint sphere"
alpha_percent(float) : "Alpha Percent" : "1.0" : "Alpha percent to control the density of paint, the value must be between 0 to 1"
input Paint(void) : "Apply paint with specified paint type inside the paint sphere"
]