//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
//
// Defines entity classes specific to Destinations Mod
//
//==================================================================================================
@include "base.fgd"
@include "lights.fgd"
@include "ai_basenpc.fgd"
@helpinfo( "Destinations", "tools/help/fgd/steamtours.txt" )
//-------------------------------------------------------------------------
//
// NPCs
//
//-------------------------------------------------------------------------
@BaseClass base(BaseNPC) = BaseBird
[
input FlyAway( void ) : "Forces the bird to fly to a nearby crow flyto hint node."
input FlyPath( string ) : "Forces the bird to fly the path, starting with the specified path corner. Bird must have line of sight to the specified path corner."
input FlyToHint( string ) : "Forces the bird to fly to the specific crow flyto hint node."
deaf(choices) : "Deaf?" : 0 =
[
0 : "No."
1 : "Yes. Ignore sounds."
]
]
@NPCClass base(BaseBird) editormodel("models/creatures/crow/crow.vmdl") = npc_crow : "Crow"
[
]
@NPCClass base(BaseBird) editormodel("models/creatures/seagull/seagull.vmdl") = npc_seagull : "Seagull"
[
]
@NPCClass base(BaseBird) editormodel("models/creatures/pigeon/pigeon.vmdl") = npc_pigeon : "Pigeon"
[
]
//-------------------------------------------------------------------------
//
// Misc entities
//
//-------------------------------------------------------------------------
@PointClass base(BasePropDoorRotating) model() = prop_door_rotating :
"An entity used to place a door in the world. If two doors have the same name, they will open and close together as double doors."
[
]
@SolidClass base(worldbase) = worldspawn :
"This is the world entity. Each map can only contain one, and it's automatically created for you."
[
pvstype(choices) : "Precomputed Visibility" : 0 : "" =
[
0 : "Disabled"
1 : "Test map (open space, no skybox)"
10 : "Full visibility solve"
]
]
@PointClass
iconsprite( "materials/editor/env_fog_controller.vmat" )
base( Targetname )
gradientfog()
= env_gradient_fog
[
fogstart(float) : "Fog Start Distance" : "0.0"
fogend(float) : "Fog End Distance" : "4000.0"
fogstartheight(float) : "Fog Start Height" : "0.0"
fogendheight(float) : "Fog End Height" : "200.0"
farz(string) : "Far Z Clip Plane" : "-1"
gradientfogtexture(resource:texture) : "Fog Gradient Texture" : "materials/effects/example_gradient_fog.vtex"
]
//-------------------------------------------------------------------------
//
// Teleport entities
//
//-------------------------------------------------------------------------
@PointClass base( Targetname ) editormodel( "models/effects/teleport/teleport_marker.vmdl" ) = vr_teleport_marker
[
locked(boolean) : "Locked" : "No"
forwarding(boolean) : "Forwarding" : "No"
info(boolean) : "Info" : "No"
StartsAsCurrent(boolean) : "Starts As Current" : "No"
// Outputs
output OnTeleportTo(void) : "Fired when a player teleports to this teleport marker."
output OnTeleportFrom(void) : "Fired when a player teleports away from this teleport marker."
]
@SolidClass base( Targetname, PhysicsTypeOverride_Mesh ) = vr_teleport_area
[
]
//-------------------------------------------------------------------------
//
// UI entities
//
//-------------------------------------------------------------------------
@PointClass base( Targetname ) orientedwidthheightfixed( 45, 70 ) = point_clientui_steamvr_world_panel :
"An entity used to place one of the SteamVR breakout panels in the world"
[
panel_type(Choices) =
[
0: "Recent Apps"
1: "Friends"
2: "Public Lobbies"
]
]
@PointClass base( Targetname ) = flex_background
[
sequenceName(string) : "Sequence Name"
defaultSequenceName(string) : "Default Sequence Name"
model(resource:model) : "Model"
// Inputs
input SetSequence(string) : "Sets the script model's sequence."
input SetDefaultAnimation(string) : "Set the Default Animation to the one specified in the parameter."
]
@PointClass base(BasePropPhysics, BaseFadeProp) model() sphere(fademindist) sphere(fademaxdist) = prop_destinations_physics :
"A prop that is picked up on use."
[
frozen(boolean) : "Frozen" : "No"
]
@PointClass base(BasePropPhysics, BaseFadeProp) model() sphere(fademindist) sphere(fademaxdist) = prop_destinations_tool :
"A prop that when picked up, can attach to the player's hand and have additional functionality which is defined in the vscript."
[
HasCollisionInHand(boolean) : "Has Collision When Held" : "No"
]