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FGD documentation updates (#283)
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CREDITS.md

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- [ZPS: Supplemental Hammer Icons](http://www.necrotalesgames.com/tools/index.php) (some icons)
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- [ts2do's HL2 FGDs](http://halflife2.filefront.com/file/HalfLife_2_Upgraded_Base_FGDs;48139) (some more icons)
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- [Ficool2's FGD pack](https://tf2maps.net/downloads/ficool2s-overhauled-fgd-all-entities-documentated-icons.7209/) (several icons)
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- [Ash](https://github.com/ashanderite) (icons for gamerules, point_changelevel)

fgd/bases/BaseLogicalNPC.fgd

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= BaseLogicalNPC
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[
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health(integer): "Health" : : "Overrides the NPC's default health. Cannot be higher than Max Health."
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max_health(integer): "Max Health" : : "Overrides the NPC's max health. Health cannot exceed this amount."
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max_health(integer): "Max Health" : : "Overrides the NPC's maximum health. Health will not be able to exceed this amount."
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squadname(string) : "Squad Name" : : "NPCs that are in the same squad (i.e. have matching squad names) will share information about enemies, and will take turns attacking and covering each other."
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hintgroup(string) : "Hint Group" : : "Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC."
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hintlimiting(boolean) : "Hint Limit Nav" : 0 : "Limits NPC to using specified hint group for navigation requests, but does not limit local navigation."
@@ -18,19 +18,19 @@
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spawnflags(flags) : "spawnflags" =
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[
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1: "Wait Till Seen" : 0
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1: "Wait till seen" : 0
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2: "Gag (No IDLE sounds until angry)" : 0
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4: "Fall to ground (unchecked means *teleport* to ground)" : 1
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8: "Drop Healthkit" : 0
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8: "Drop a health kit" : 0
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16: "Efficient - Don't acquire enemies or avoid obstacles" : 0
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128: "Wait For Script" : 0
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128: "Wait for script" : 0
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256: "Long Visibility/Shoot" : 0
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512: "Fade Corpse" : 1
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1024: "Think outside PVS" : 0
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2048: "Template NPC (used by npc_maker, will not spawn)" : 0
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4096: "Do Alternate collision/player avoidance for this NPC (largely obsolete, use Start/StopScripting)" : 0
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2048: "Template NPC (used by npc_template_maker, will not spawn)" : 0
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4096: "Do alternate collision/player avoidance for this NPC (largely obsolete, use Start/StopScripting)" : 0
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8192: "Don't drop weapons" : 0
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16384: "Ignore player push (dont give way to player)" : 0
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16384: "Ignore player push (don't give way to player)" : 0
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]
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sleepstate(choices) : "Sleep State" : "0" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =

fgd/bases/RappelNPC.fgd

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@BaseClass base(BaseNPC) = RappelNPC
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[
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waitingtorappel(boolean) : "Waiting to Rappel?" : 0 : "If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down. When it hi" + "ts the ground, NPC will cut away the line and try to move forward a few feet to make room for the next NPC. The NPC will not att" + "empt to clear its landing space if it cannot do so by taking a few steps forward"
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waitingtorappel(boolean) : "Waiting to Rappel?" : 0 : "If yes, this NPC spawns suspended in air and awaits a BeginRappel input. It will then spawn a zipline and slide down.\n\n" +
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"When this NPC hits the ground, it will cut the zipline and try to move forward a few feet to make room for the next NPC. The NPC will not attempt to clear its landing space if it cannot do so by taking a few steps forward."
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// Inputs
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input BeginRappel(void) : "BeginRappel"
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input BeginRappel(void) : "Start rappeling."
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// Outputs
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output OnRappelTouchdown(void) : "Fires when done rappeling"
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output OnRappelTouchdown(void) : "Fires when this NPC has finished rappeling."
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]

fgd/bases/prop_dynamic_base.fgd

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// Inputs
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input SetAnimation(string) : "Force the prop to play an animation. The parameter should be the name of the animation."
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input SetAnimation(string) : "Make this prop play an animation. The parameter should be the name of the animation."
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input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter."
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input SetPlaybackRate(float) : "Set the playback rate for the animation."
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input SetBodyGroup(integer) : "Set the visible bodygroup, by index."
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input TurnOn(void) : "Make the prop visible."
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input TurnOff(void) : "Make the prop invisible."
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input EnableCollision(void) : "Enable collision on the prop."
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input DisableCollision(void) : "Disable collision on the prop."
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input SetAnimationNoReset(string) : "Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation."
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input SetAnimationNoReset(string) : "Make this prop play an animation unless it is already playing one. The parameter should be the name of the animation."
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input BecomeRagdoll(void) : "Change into a ragdoll immediately."
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input FadeAndKill(void) : "Fade out then remove this prop."
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@SolidClass base(BaseEntityBrush)
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appliesto(+HL2_ENTITIES, +USE_AI)
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color(255 255 0)
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= npc_heli_avoidbox: "Helicopter avoidance box"
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= npc_heli_avoidbox: "Makes Combine helicopters and gunships avoid this area."
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[
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spawnflags(flags) : "spawnflags" =
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[
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65536: "Avoid the box above and below" : 0
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]
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]

fgd/brush/npc/npc_heli_nobomb.fgd

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@SolidClass base(BaseEntityBrush)
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appliesto(+HL2_ENTITIES, +USE_AI)
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color(255 255 0)
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= npc_heli_nobomb: "Helicopter bombing suppressor"
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= npc_heli_nobomb: "Prevents Combine helicopters from carpet bombing if their bounding boxes intersect with this brush."
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[
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]

fgd/engine/spraycan.fgd

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This file was deleted.

fgd/point/env/env_global.fgd

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@PointClass base(BaseEntityPoint)
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color(200 0 0)
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iconsprite("editor/env_global.vmt")
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= env_global: "An entity to control a game-specific global states."
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= env_global: "An entity that controls game-specific global states."
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[
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globalstate[engine](string) : "Global State to Set"
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globalstate(string) : "Global State to Set"
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globalstate(string) : "Global State to Set" : : "The global condition to set in this map. This will influence the behavior of specific entities."
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globalstate[P2CE](choices) : "Global State to Set" =
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globalstate[P2CE](choices) : "Global State to Set" : : "The global condition to set in this map. This will influence the behavior of specific entities." =
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[
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"no_pinging_blue": "Prevent Pinging ATLAS"
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"no_pinging_orange": "Prevent Pinging P-Body"
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"no_taunting_blue": "Prevent Taunting ATLAS"
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"no_taunting_orange": "Prevent Taunting P-Body"
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"player_regenerates_health": "Prevent player health regen from turrets"
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"no_pinging_blue": "Disable Atlas's ping tool (Co-op)"
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"no_pinging_orange": "Disable P-body's ping tool (Co-op)"
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"no_taunting_blue": "Disable Atlas gestures (Co-op)"
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"no_taunting_orange": "Disable P-body gestures (Co-op)"
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"player_regenerates_health": "Disable player health regeneration"
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"slowtime_enabled": "Enable player usage of +slowtime"
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"gordon_precriminal": "Gordon is pre-criminal"
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"antlion_allied": "Antlions are player allies"
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"gordon_precriminal": "Police neutrality towards player/citizens"
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"citizens_passive": "Citizen neutrality towards player/Combine NPCs"
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"gordon_invulnerable": "Player is invincible"
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"suit_no_sprint": "HEV suit sprint disabled"
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"super_phys_gun": "Super gravity gun enabled"
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"citizens_passive": "Citizens are neutral to Gordon & combine"
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"gordon_invulnerable": "Gordon is invulnerable"
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"friendly_encounter": "Lower player weapons"
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"no_seagulls_on_jeep": "Don't spawn seagulls on jeep"
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"friendly_encounter": "Lower HL2 weapons"
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"ep2_alyx_injured": "Alyx injured behavior from EP2"
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"ep_alyx_darknessmode": "Alyx darkness behavior from EP1"
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"hunters_to_run_over": "Amount of hunters to run over before they dodge"
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"antlion_allied": "Friendly antlions"
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"super_phys_gun": "Supercharged gravity gun enabled"
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"ep_alyx_darknessmode": "Lowlife \"darkness mode\" (Ep1)"
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"ep2_alyx_injured": "Debuffed Alyx Gun/\"Alyx Injured Mode\" (Ep2)"
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"hunters_to_run_over": "Hunter roadkills to dodge counter (Ep2)"
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]
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initialstate[engine](integer) : "Initial State" : 0
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initialstate(choices) : "Initial State" : 0 =
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initialstate(choices) : "Initial State" : 0 : "Controls the active state for this global. Setting this to \"Dead\" permanently disables this global, and will not persist during level transitions." =
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[
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0: "Off"
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1: "On"
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// Inputs
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input TurnOn(void) : "Set state of global to ON."
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input TurnOff(void) : "Set state of global to OFF."
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input TurnOn(void) : "Turns on this global."
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input TurnOff(void) : "Turns off this global."
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input Toggle(void) : "Toggles state of global between ON and OFF."
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input Remove(void) : "Set state of global to DEAD."
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input Remove(void) : "Permanently disables this global and prevents it from persisting during level transitions."
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input SetCounter(integer) : "Sets the counter value of this global."
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input AddToCounter(integer) : "Adds to the counter value of this global. Negative numbers subtract."
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input GetCounter(void) : "Causes the Counter output to be fired, passing the current counter value for this global. This doesn't work properly."

fgd/point/filter/filter_activator_class.fgd

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@FilterClass base(filter_base)
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iconsprite("editor/filter_class.vmt")
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= filter_activator_class: "A filter that filters by the class name of the activator."
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= filter_activator_class: "A filter that checks for the class name of the activator."
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[
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filterclass(string) : "Filter Classname" : : "The class name to filter by. " +
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"If the filter mode is Allow, only entities whose class name matches the given string will pass the filter. " +

fgd/point/filter/filter_activator_mass_greater.fgd

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@FilterClass base(filter_base)
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iconsprite("editor/filter_mass.vmt")
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= filter_activator_mass_greater: "A filter that filters by the mass of the activator."
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= filter_activator_mass_greater: "A filter that checks if the mass of the activator is greater or equal to a given number."
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[
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filtermass(float) : "Filter Mass" : : "The mass to filter by. If the filter mode is Allow, only entities whose mass is greater than the give float will pass the filter. " +
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"If the filter mode is Disallow, all entities EXCEPT those whose mass is greater than the given float will pass the filter."

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