Created
April 24, 2011 21:43
-
-
Save perky/939904 to your computer and use it in GitHub Desktop.
Version 5
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
///====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= | |
// | |
// Purpose: Portal 2 game definition file (.fgd) | |
// Created by DeanWinchester & Randdalf | |
// | |
///============================================================================= | |
@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) : "Allow Paint in Map" : 1 : "If enabled, allows the map to be covered by paint." = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
maxblobcount(integer) : "Max Blob Count" : 250 : "Maximum blobs allowed on the map at any given time." | |
] | |
@PointClass base(Targetname, Angles) size(-1 -1 0, 1 1 1) color(80 150 225) studio("models/editor/overlay_helper.mdl") sphere(fademindist) sphere(fademaxdist) overlay() = info_overlay : | |
"An entity that places an overlay on the world." | |
[ | |
material(material) : "Material" | |
sides(sidelist) : "Brush faces" | |
RenderOrder(integer) : "Render Order" : 0 : "Higher values render after lower values. This value can be 0-3." | |
StartU(float) : "U Start" : "0.0" | |
EndU(float) : "U End" : "1.0" | |
StartV(float) : "V Start" : "0.0" | |
EndV(float) : "V End" : "1.0" | |
BasisOrigin(Vector) : "Overlay Basis Origin" | |
BasisU(Vector) : "Overlay Basis U" | |
BasisV(Vector) : "Overlay Basis V" | |
BasisNormal(Vector) : "Overlay Basis Normal" | |
uv0(vector) : "Overlay Point 1" | |
uv1(vector) : "Overlay Point 2" | |
uv2(vector) : "Overlay Point 3" | |
uv3(vector) : "Overlay Point 4" | |
fademindist(float) : "Start Fade Dist" : -1 : "Distance at which the overlay starts to fade (<0 = use fademaxdist)." | |
fademaxdist(float) : "End Fade Dist" : 0 : "Maximum distance at which the overlay is visible (0 = don't fade out)." | |
] | |
///============================================================================= | |
// | |
// Logical Entities | |
// | |
///============================================================================= | |
@PointClass base(CombineBallSpawners, Parentname, Targetname) = point_energy_ball_launcher : | |
"Launches energy balls." | |
[ | |
BallLifetime(float) : "Ball Lifetime" : 12 : "The time in seconds the ball will live before self-destructing. A negative value will give infinite life." | |
MinLifeAfterPortal(float) : "Min life after portal transition" : 6 : "When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at Min." | |
// Inputs | |
input LaunchBall(void) : "Launch a ball from the spawner." | |
// Outputs | |
output OnPostSpawnBall(void) : "Fired after the ball has spawned." | |
] | |
@PointClass base(Parentname, Targetname, Angles) studio( "models/props_bts/rocket_sentry.mdl" ) = npc_rocket_turret: "Aims a rocket at a target." | |
[ | |
spawnflags(Flags) = | |
[ | |
1: "Disabled" : 0 | |
] | |
input Toggle(void) : "Toggles activity." | |
input Enable(void) : "Enables activity." | |
input Disable(void) : "Disables activity." | |
input SetTarget(string) : "Sets the target for this turret to attack." | |
input Destroy(void) : "Sets this turret to it's destroyed state." | |
output OnFoundTarget(void) : "Fired when the rocket turret finds an unobstructed target." | |
output OnLostTarget(void) : "Fired when turret's target is blocked." | |
output OnDeath(void) : "Fired after this turret finishes it's destroy think and begins it's death think." | |
] | |
@PointClass base(Targetname, Parentname, Angles) cylinder(255 255 255, targetname, target, radius, targetname, targetname, radius) color(255 192 0) size(16 16 16) = env_portal_path_track : | |
"An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path." | |
[ | |
spawnflags(Flags) = | |
[ | |
1: "Disabled" : 0 | |
2: "Fire once" : 0 | |
4: "Branch Reverse" : 0 | |
8: "Disable train" : 0 | |
16: "Teleport to THIS path track" : 0 | |
] | |
Track_beam_scale(float):"Scale Track FX": 0 :"The amount to scale the track FX size" | |
End_point_scale(float) : "Scale Endpoint FX" : 0 : "The amount to scale the endpoint FX size." | |
End_point_fadeout(float):"Fade Out Endpoint": 0 :"Amount of time to fade out the endpoint FX" | |
End_point_fadein(float):"Fade In Endpoint": 0 :"Amount of time to fade in the endpoint FX" | |
target(target_destination) : "Next Stop Target" : : "The next path_track in the path." | |
altpath(target_destination) : "Branch Path" : : "An alternative path_track to be the next node in the path. Useful for making branching paths. Use the ToggleAlternatePath / EnableAlternatePath inputs to make the alternative path active." | |
speed(float) : "New Train Speed" : 0 : "When the train reaches this path_track, it will set its speed to this speed. "+ | |
"This speed must be a positive value that is less than the train's max speed. A value of 0 will cause no change in the train's speed." | |
radius(float) : "Path radius" : 0 : "Used by NPCs who follow track paths (attack chopper/gunship). This tells them the Max distance they're allowed to be from the path at this node." | |
orientationtype(choices) : "Orientation Type" : 1 : "The way that the path follower faces as it moves through this path track." = | |
[ | |
0 : "No change" | |
1 : "Face direction of motion" | |
2 : "Face this path_track's angles" | |
] | |
// Inputs | |
input ToggleAlternatePath(void) : "Cause the track to toggle to/from its alternate path." | |
input EnableAlternatePath(void) : "Enable the alternate path of the track." | |
input DisableAlternatePath(void) : "Disable the alternate path of the track." | |
input TogglePath(void) : "Cause the track to toggle on/off/" | |
input EnablePath(void) : "Enable the track." | |
input DisablePath(void) : "Disable the track." | |
input ActivateTrackFX(void) : "Turn on the track's fx beam" | |
input ActivateEndPointFX(void) : "Turn on the endpoint's fx" | |
input DeactivateTrackFX(void) : "Turn off the track's fx beam" | |
input DeactivateEndPointFX(void) : "Turn off the endpoint's fx" | |
// Outputs | |
output OnPass(void) : "Fired when any entity following this path passes this path_track node." | |
] | |
///============================================================================= | |
// | |
// Brush Entities | |
// | |
///============================================================================= | |
@SolidClass base(Trigger, Targetname) = trigger_portal_cleanser : "Emancipation grill." | |
[ | |
UseScanline(choices) : "Use Scanline" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
Visible(choices) : "Visible" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
// Outputs | |
output OnDissolve(void) : "Fired whenever an entity is dissolved." | |
output OnFizzle(void) : "Fired whenever portals are fizzled." | |
output OnDissolveBox(void) : "This cleanser disolved an entity with targetname=Box." | |
] | |
@SolidClass base(Targetname, Parentname, EnableDisable ) = func_portal_orientation : | |
"Adjusts a portal's rotation to match a specified angle. The 'Bottom' of the portal points in the specified diretion." | |
[ | |
AnglesToFace(angle) : "Angles to face" : "0 0 0" : "The 'floor' of the portal pair linkage will be in this direction." | |
MatchLinkedAngles(choices) : "Match linked angles." : 0 : "If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner."= | |
[ | |
0 : "False" | |
1 : "True" | |
] | |
] | |
@SolidClass base(Targetname) = func_weight_button : "A button which activates after a specified amount of weight is applied" | |
[ | |
WeightToActivate(float) : "Amount of weight required before this button activates." | |
//Outputs | |
output OnPressed(void) : "Fired when the button is touching enough weight." | |
output OnReleased(void) : "Fired when the button was pressed, but weight was removed." | |
] | |
@SolidClass base(Targetname, Parentname) = func_noportal_volume : "A region in which no portal can be placed" | |
[ | |
//Inputs | |
input Deactivate(void) : "Turn off blocking functionality" | |
input Activate(void) : "Turn on blocking functionality" | |
input Toggle(void) : "Toggle blocking functionality" | |
spawnflags(Flags) = | |
[ | |
1: "Start inactive" : 0 | |
] | |
] | |
@SolidClass base(Targetname, Parentname) = func_portal_bumper : "A region that portals trace to fit outside of but can be place on" | |
[ | |
//Inputs | |
input Deactivate(void) : "Turn off bumping functionality" | |
input Activate(void) : "Turn on bumping functionality" | |
input Toggle(void) : "Toggle bumping functionality" | |
spawnflags(Flags) = | |
[ | |
1: "Start inactive" : 0 | |
] | |
] | |
@SolidClass base(Targetname, Parentname) = func_portal_detector : "A region that fires an output if a portal is placed in it" | |
[ | |
//Inputs | |
input Disable(void) : "Turn off detecting functionality" | |
input Enable(void) : "Turn on detecting functionality" | |
input Toggle(void) : "Toggle detecting functionality" | |
output OnStartTouchPortal1(void) : "Fired when portal 1 is placed intersecting the portal detector." | |
output OnStartTouchPortal2(void) : "Fired when portal 2 is placed intersecting the portal detector." | |
output OnStartTouchLinkedPortal(void) : "Fired when linked portal is placed intersecting the portal detector." | |
output OnStartTouchBothLinkedPortals(void) : "Fired when both of a pair of portals is placed intersecting the portal detector." | |
spawnflags(Flags) = | |
[ | |
1: "Start inactive" : 0 | |
] | |
LinkageGroupID(integer) : "Portal pair ID that it detects" : 0 | |
] | |
@SolidClass base(Origin, Angles) = func_liquidportal : "A space that fills with portal liquid and teleports entities when done filling" | |
[ | |
InitialLinkedPortal(string) : "Linked liquid portal." | |
FillTime(float) : "Fill Time (sec)" : 10 : "How long the volume takes to fill in seconds." | |
//Inputs | |
input SetLinkedLiquidPortal(string) : "The liquid portal this should link to. Will update linked portal to point back." | |
input SetFillTime(float) : "How long the area takes to fill." | |
input StartFilling(void) : "Start filling NOW. Entities teleport when finished." | |
input AddActivatorToTeleportList(void) : "Add the activator entity to the list of entities to teleport when filling is finished." | |
input RemoveActivatorFromTeleportList(void) : "Remove the activator entity from the list of entities to teleport when filling is finished." | |
] | |
@PointClass iconsprite("editor/func_instance_parms.vmt") = func_instance_io_proxy : | |
"Place one copy of this entity inside of an instance. Sending messages to entities inside the instance from the Proxy's OnProxyRelay output " + | |
"will allow you to trigger these entities from outside the instance by sending messages to the func_instance. " + | |
"Send the ProxyRelay message from entities inside the instance to the proxy and you will be able to use these events to send messages to other entities " + | |
"outside the instance from the func_instance. NOTE: The instance, the proxy, and all entities involved should be named descriptively." | |
[ | |
angles(angle) : "Angles" : "0 -90 0" | |
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." | |
input ProxyRelay(string) : "This message will get relayed and will be available from the instance." | |
output OnProxyRelay(void) : "A message from outside can trigger this to cause something to happen in the instance." | |
output OnProxyRelay1(void) : "A message from outside can trigger this to cause something to happen in the instance." | |
output OnProxyRelay2(void) : "A message from outside can trigger this to cause something to happen in the instance." | |
output OnProxyRelay3(void) : "A message from outside can trigger this to cause something to happen in the instance." | |
output OnProxyRelay4(void) : "A message from outside can trigger this to cause something to happen in the instance." | |
] | |
@SolidClass base(Targetname, EnableDisable) = func_clip_vphysics : | |
"A brush entity that's considered solid to vphysics." | |
[ | |
origin(angle) : "Origin" | |
filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator collides with me. See filter_activator_name for more explanation. Allow means 'Allow to Block' for this entity." | |
] | |
@PointClass base(Targetname, EnableDisable) iconsprite("editor/logic_relay.vmt") = logic_relay : | |
"A message forwarder. Fires an OnTrigger output when triggered, and " + | |
"can be disabled to prevent forwarding outputs.\n\n" + | |
"Useful as an intermediary between one entity and another for turning " + | |
"on or off an I/O connection, or as a container for holding a set of " + | |
"outputs that can be triggered from multiple places." | |
[ | |
spawnflags(flags) = | |
[ | |
1: "Only trigger once" : 0 | |
2: "Allow fast retrigger" : 0 | |
] | |
angles(angle) : "Angles" : "0 -90 0" | |
// Inputs | |
input Trigger(void) : "Trigger the relay, causing its OnTrigger output to fire if it is enabled." | |
input Toggle(void) : "Toggle the relay between enabled and disabled." | |
input CancelPending(void) : "Cancel any events fired by this relay that are currently pending in the I/O event queue." | |
// Outputs | |
output OnSpawn(void) : "Fired when the relay is spawned. If the relay is set to only trigger once, it will "+ | |
"delete itself after firing this output." | |
output OnTrigger(void) : "Fired when the relay is triggered. If the relay is set to only trigger once, it will "+ | |
"delete itself after firing this output." | |
] | |
@PointClass base(Targetname) iconsprite("editor/logic_script.vmt") = logic_script : "An entity that acts as a container for scripts" | |
[ | |
angles(angle) : "Angles" : "0 -90 0" | |
Group00(target_destination) : "EntityGroup[0]" | |
Group01(target_destination) : "EntityGroup[1]" | |
Group02(target_destination) : "EntityGroup[2]" | |
Group03(target_destination) : "EntityGroup[3]" | |
Group04(target_destination) : "EntityGroup[4]" | |
Group05(target_destination) : "EntityGroup[5]" | |
Group06(target_destination) : "EntityGroup[6]" | |
Group07(target_destination) : "EntityGroup[7]" | |
Group08(target_destination) : "EntityGroup[8]" | |
Group09(target_destination) : "EntityGroup[9]" | |
Group10(target_destination) : "EntityGroup[10]" | |
Group11(target_destination) : "EntityGroup[11]" | |
Group12(target_destination) : "EntityGroup[12]" | |
Group13(target_destination) : "EntityGroup[13]" | |
Group14(target_destination) : "EntityGroup[14]" | |
Group15(target_destination) : "EntityGroup[15]" | |
] | |
@PointClass base(Targetname, Angles) iconsprite("editor/choreo_manager.vmt") = logic_coop_manager | |
[ | |
DefaultPlayerStateA(choices) : "Default player state A" : 0 = | |
[ | |
0 : "Disabled" | |
1 : "Enabled" | |
] | |
DefaultPlayerStateB(choices) : "Default player state B" : 0 = | |
[ | |
0 : "Disabled" | |
1 : "Enabled" | |
] | |
output OnChangeToAllTrue(void) | |
output OnChangeToAllFalse(void) | |
output OnChangeToAnyTrue(void) | |
output OnChangeToAnyFalse(void) | |
input SetStateBFalse(void) | |
input SetStateAFalse(void) | |
input SetStateBTrue(void) | |
input SetStateATrue(void) | |
] | |
@PointClass base(Targetname, Angles, EnableDisable) studio("models/editor/playerstart.mdl") = info_coop_spawn : "Co-op spawn" | |
[ | |
Enabled(choices) : "Enabled" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
ForceGunOnSpawn(choices) : "Force Gun on Spawn" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
StartingTeam(choices) : "Starting team" : 3 = | |
[ | |
0 : "Unknown" | |
1 : "Chell" | |
2 : "P-Body (Orange)" | |
3 : "Atlas (Blue)" | |
] | |
input SetAsActiveSpawn(void) | |
] | |
///============================================================================= | |
// | |
// Model Entities | |
// | |
///============================================================================= | |
@PointClass base(Origin, Targetname, Angles) studio("models\props\portal_gap.mdl") = prop_portal : "A portal" | |
[ | |
Activated(choices) : "Start Activated" : 1 : "An inactive portal will not be drawn and will not teleport entites" = | |
[ | |
0 : "Inactive" | |
1 : "Active" | |
] | |
PortalTwo(choices) : "Portal Number" : 0 : "A portal has to logically be either portal 1 or portal 2" = | |
[ | |
0 : "Portal 1" | |
1 : "Portal 2" | |
] | |
LinkageGroupID(integer) : "Portal pair ID that it belongs to" : 0 | |
input SetName(string) : "Naming your portals is fun" | |
input SetActivatedState(bool) : "An inactive portal will not be drawn and will not teleport entites" | |
input Fizzle(void) : "Makes a cool visual fizzle and properly shuts down the portal" | |
input NewLocation(string) : "Sets this portals location and angles. This expects 6 floats with space delimiters, the format is 'x y z pitch yaw roll'" | |
output OnPlacedSuccessfully(void) : "When a portal is placed without failure, this output is fired." | |
] | |
@PointClass base(Weapon,Targetname, Parentname) studio("models/weapons/w_portalgun.mdl") = weapon_portalgun : "Portalgun" | |
[ | |
CanFirePortal1(choices) : "Can Fire Portal 1" : 1 : "Can this portalgun create blue portals?" = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
CanFirePortal2(choices) : "Can Fire Portal 2" : 1 : "Can this portalgun create red portals?" = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
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." | |
] | |
@PointClass base(npc_turret_ground) studio( "models/combine_turrets/ground_turret.mdl" ) = npc_portal_turret_ground : "Combine (Portal) ground turret" | |
[ | |
ConeOfFire(float) : "Cone of Fire" : 60 : "Cone of fire in degrees." | |
] | |
// Cores of GlaDOS computer. Resemble little eyeballs with handles. These play lines and look around when near the player. | |
@PointClass base(BasePropPhysics) studioprop() studio( "models/props_bts/glados_ball_reference.mdl" ) = prop_glados_core : "Core of GlaDOS computer." | |
[ | |
CoreType(choices) : "Core Personality" : 1 : "Which personality VO set the core is set to." = | |
[ | |
0 : "Curious" | |
1 : "Aggressive" | |
2 : "Crazy" | |
3 : "None" | |
] | |
DelayBetweenLines(float) : "Pause (in secs) between VO Lines." : "0.4" : "When the core is talking, this is the number of seconds delay between it's spoken lines." | |
input Panic(void) : "Core is near death, panic." | |
input StartTalking(void) : "Start playing lines, play looking animations." | |
output OnPlayerPickup(void) : "Player picked up core." | |
] | |
@PointClass base(prop_physics) studio() = prop_weighted_cube: "Weighted cube." | |
[ | |
model(studio) : "World Model" : "models/props/metal_box.mdl" | |
allowfunnel(choices) : "Allow Funnelling" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
CubeType(choices) : "Type of cube" : 0 = | |
[ | |
0 : "Normal" | |
1 : "Companion" | |
2 : "Redirection" | |
3 : "Ball" | |
4 : "Under" | |
] | |
NewSkins(integer) : "New skins" : 1 | |
PaintPower(choices) : "Paint power" : 1 = | |
[ | |
0 : "Bouncy" | |
1 : "Normal" | |
2 : "Speedy" | |
] | |
SkinType(integer) : "Skin type" : 0 | |
output OnFizzled(void) : "Fires when fizzled" | |
input Dissolve(void) | |
input SilentDissolve(void) | |
] | |
@NPCClass base(npc_turret_floor, prop_dynamic) studio() = npc_portal_turret_floor : "Combine (Portal) Floor Turret" | |
[ | |
model(studio) : "World model" : "models/props/turret_01.mdl" | |
TurretRange(integer) : "Range" : 1024 : "The range at which the turret can detect a target." | |
ShootAtMovingObjects(choices) : "Shoot at Moving Objects" : 1 : "When enabled, if the turret sees a moving object, it will shoot at it." = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
PickupEnabled(choices) : "Pickup Enabled" : 1 : "When enabled, the turret can be picked up" = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
DamageForce(choices) : "Damage Pushes Player" : 1 : "Being hit by this turret will push the player back." = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
UsedAsActor(choices) : "Used as Actor" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
ModelIndex(integer) : "Model Index" : 0 | |
AllowShootThroughPortals(choices) : "Allow Shooting through Portals" : 1 : "Can the turret shoot through Portals?" = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
LoadAlternativeModels(choices) : "Load Alternative Models" : 1 : "Load alternative models?" = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
CollisionType(integer) : "Collision Type" : 0 | |
Gagged(choices) : "Gagged" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
DisableMotion(choices) : "Disable Motion" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
input FireBullet(string) : "Causes the turret to instantly fire at the specified entity." | |
output OnTipped(void) : "Fires on being tipped over." | |
output OnExplode(void) : "Fires when turret explodes." | |
] | |
@PointClass base(prop_physics) studio("models/npcs/monsters/monster_a.mdl") = prop_monster_box: "Portal 2 Frankenturrets." | |
[ | |
BoxSwitchSpeed(integer) : "Box switch speed" : 0 | |
disableshadowdepth(choices) : "Disable Shadow Depth" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
shadowdepthnocache(choices) : "No Cache for Shadow Depth" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
StartAsBox(choices) : "Start As Box" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
output OnFizzled(void) : "Fires when fizzled." | |
] | |
@PointClass base(Targetname, Angles, Studiomodel) studio( "models/props/security_camera.mdl" ) = npc_security_camera : "Security Camera" | |
[ | |
spawnflags(Flags) = | |
[ | |
32 : "Autostart" : 1 | |
] | |
LookAtPlayerPings(choices) : "Look at Player Pings" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
TeamToLookAt(choices) : "Team to Look At" : 1 = | |
[ | |
0 : "Unknown" | |
1 : "Chell" | |
2 : "P-Body (Orange)" | |
3 : "Atlas (Blue)" | |
] | |
// 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(Targetname, Angles, Studiomodel) studio( "models/props/telescopic_arm.mdl" ) = prop_telescopic_arm : "Telescopic Arm" | |
[ | |
input Enable(void) : "Enable Thumper" | |
input Disable(void) : "Disable Thumper" | |
input SetTarget(string) : "Set the entity to target." | |
input TargetPlayer(void) : "Set the player as the entity to target." | |
output OnFoundTarget(void) : "Arm has direct LOS to target entity." | |
output OnLostTarget(void) : "Arm has lost direct LOS to target entity." | |
] | |
@PointClass base(Targetname, Angles, Parentname, Global) studio( "models/props/Round_elevator_body.mdl" ) = prop_portal_stats_display : "Portal Stats Display" | |
[ | |
input Enable(void) : "Turn on and display the current stats" | |
input Disable(void) : "Turn off stats display" | |
input UpdateStats(void) : "Updates the stats to the player's current level stats" | |
input ResetPlayerStats(void) : "Resets the curret level stats of the player" | |
output OnMetPortalObjective(void) : "Fired when enabled and player met the number of portal placements." | |
output OnMetStepsObjective(void) : "Fired when enabled and player met the number of foot steps." | |
output OnMetSecondsObjective(void) : "Fired when enabled and player met the number of seconds." | |
output OnFailedAllObjectives(void) : "Fired when enabled and player met no objectives." | |
] | |
@PointClass base(Targetname, Angles, Parentname) studio("models/editor/axis_helper_thick.mdl") = vgui_neurotoxin_countdown : "Neurotoxin Countdown" | |
[ | |
width(integer) : "Panel width" : 256 : "Width of the panel in units." | |
height(integer) : "Panel height" : 128 : "Height of the panel in units." | |
input Enable(void) : "Make slideshow visible." | |
input Disable(void) : "Make slideshow invisible." | |
] | |
@PointClass base(Targetname, Angles) studio() = prop_floor_button : "Floor Button" | |
[ | |
model(studio) : "World model" : "models/props/portal_button.mdl" | |
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |
output OnPressed(void) : "Fired when pressed." | |
output OnUnpressed(void) : "Fires when unpressed." | |
input PressIn(void) : "Presses the button" | |
input PressOut(void) : "Unpresses the button" | |
] | |
@PointClass base(Targetname, Angles) studio() = prop_under_floor_button : "Underground Floor Button" | |
[ | |
model(studio) : "World model" : "models/props_underground/underground_floor_button.mdl" | |
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |
output OnPressed(void) : "Fired when pressed." | |
output OnUnpressed(void) : "Fires when unpressed." | |
input PressIn(void) : "Presses the button" | |
input PressOut(void) : "Unpresses the button" | |
] | |
@PointClass base(Targetname, Angles) studio() = prop_floor_cube_button : "Floor Button for Cubes" | |
[ | |
model(studio) : "World model" : "models/props/box_socket.mdl" | |
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |
output OnPressed(void) : "Fires when pressed." | |
output OnUnpressed(void) : "Fires when unpressed." | |
input PressIn(void) : "Presses the button" | |
input PressOut(void) : "Unpresses the button" | |
] | |
@PointClass base(Targetname, Angles) studio() = prop_floor_ball_button : "Floor Button for Balls" | |
[ | |
model(studio) : "World model" : "models/props/ball_button.mdl" | |
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |
output OnPressed(void) : "Fires when pressed." | |
output OnUnpressed(void) : "Fires when unpressed." | |
input PressIn(void) : "Presses the button" | |
input PressOut(void) : "Unpresses the button" | |
] | |
@PointClass base(Targetname, Angles) studio("models/props/switch001.mdl") = prop_button : "Button" | |
[ | |
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |
Delay(integer) : "Delay" : 1 : "Delay before the button fires Outputs after being pressed, in seconds." | |
IsTimer(choices) : "Is Timer" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
output OnPressed(void) : "Fired when the button is pressed." | |
output OnUnpressed(void) : "Fires when unpressed." | |
input PressIn(void) : "Presses the button" | |
input PressOut(void) : "Unpresses the button" | |
] | |
@PointClass base(Targetname, Angles) studio("models/props_underground/underground_testchamber_button.mdl") = prop_under_button : "Underground Button" | |
[ | |
Delay(integer) : "Delay" : 1 : "Delay before the button fires Outputs after being pressed, in seconds." | |
output OnPressed(void) : "Fired when the button is pressed." | |
output OnUnpressed(void) : "Fires when unpressed." | |
input PressIn(void) : "Presses the button" | |
input PressOut(void) : "Unpresses the button" | |
] | |
@PointClass base(Parentname, Targetname, Angles) iconsprite("vgui/hud/icon_info.vmt") = info_placement_helper : "Info Placement Helper" | |
[ | |
force_placement(choices) : "Force Placement" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
radius(integer) : "Radius" : 64 | |
snap_to_helper_angles(choices) : "Snap to Helper Angles" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
] | |
@PointClass base(Targetname, Angles) iconsprite("signage/signage_paint_dispenser.vmt") = info_paint_sprayer : "Paint Sprayer" | |
[ | |
blob_spread_angle(integer) : "Blob Spread Angle" : 0 | |
blob_spread_radius(integer) : "Blob Spread Radius" : 32 | |
blob_streak_percentage(integer) : "Blob Streak Percentage" : 20 | |
blobs_per_second(integer) : "Blobs per Second" : 35 | |
end_radius_min(float) : "Min End Radius" : "0.5" | |
end_radius_max(float) : "Max End Radius" : "0.7" | |
light_position_name(string) : "Light Position Name" : "target_paint_lighting" | |
min_speed(integer) : "Min Speed" : 720 | |
max_speed(integer) : "Max Speed" : 1250 | |
min_streak_speed_dampen(integer) : "Min Streak Speed Dampening" : 500 | |
max_streak_speed_dampen(integer) : "Max Streak Speed Dampening" : 10000 | |
min_streak_time(float) : "Min Streak Time" : "0.2" | |
max_streak_time(float) : "Max Streak Time" : "0.5" | |
maxblobcount(integer) : "Max Blob Count" : 50 | |
PaintType(choices) : "Gel Type" : 0 = | |
[ | |
0 : "Repulsion" | |
1 : "Unknown" | |
2 : "Propulsion" | |
3 : "Conversion" | |
4 : "Water" | |
] | |
radius_grow_time_min(float) : "Min Radius Growth over Time" : "0.5" | |
radius_grow_time_max(float) : "Max Radius Growth over Time" : "1.0" | |
start_radius_min(float) : "Min Start Radius" : "0.5" | |
start_radius_max(float) : "Max Start Radius" : "0.7" | |
input Start(void) | |
input Stop(void) | |
] | |
@PointClass base(Targetname, Angles) studio() = prop_indicator_panel : "Tick panel" | |
[ | |
IndicatorLights(target_destination) : "Indicator lights" | |
input Check(void) : "Tick the panel." | |
input Uncheck(void) : "Untick the panel." | |
] | |
@PointClass base(Targetname, Angles, EnableDisable) studio("models/props/tractor_beam_emitter.mdl") = prop_tractor_beam : "Tractor Beam" | |
[ | |
disableshadows(choices) : "Disable Shadows" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
drawinfastreflection(choices) : "Draw in Fast Reflections" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
StartEnabled(choices) : "Start Enabled" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
linearForce(integer) : "Linear Force" : 300 | |
input SetLinearForce(integer) : "Sets the Linear Force of the tractor beam, greater than 0 means push, less than 0 means pull." | |
] | |
@PointClass base(Targetname, Angles, EnableDisable) studio("models/props/wall_emitter.mdl") = prop_wall_projector : "Wall Emitter" | |
[ | |
StartEnabled(choices) : "Start Enabled" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
] | |
@PointClass base(prop_dynamic) studio() = env_portal_laser : "Laser Emitter" | |
[ | |
model(studio) : "World model" : "models/props/laser_emitter_center.mdl" | |
StartState(choices) : "Start State" : 0 = | |
[ | |
0 : "On" | |
1 : "Off" | |
] | |
AutoAimEnabled(choices) : "Auto Aim Enabled" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |
scalevalue(integer) : "Scale Value" : 0 | |
] | |
@PointClass base(prop_dynamic) studio() = prop_laser_catcher : "Laser Receiver" | |
[ | |
model(studio):"Model":"models/props/laser_catcher_center.mdl" | |
IndicatorLights(target_destination) : "Indicator lights" | |
drawinfastreflection(choices) : "Draw in Fast Reflection" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
SkinType(integer) : "Skin Type" : 0 | |
output OnPowered(void) : "Fires on being powered." | |
output OnUnpowered(void) : "Fires on being unpowered." | |
] | |
@PointClass base(prop_dynamic) studio() = prop_laser_relay : "Laser Relay" | |
[ | |
model(studio) : "Model" : "models/props/laser_receptacle.mdl" | |
output OnPowered(void) : "Fires when powered." | |
output OnUnpowered(void) : "Fires when unpowered." | |
] | |
@PointClass base(info_overlay) = info_overlay_accessor : "Portal 2 hint overlays." | |
[ | |
OverlayID(integer) : "Overlay ID" : 0 | |
uv0(vector):"UV 0":"-8 -8 0" | |
uv1(vector):"UV 1":"8 -8 0" | |
uv2(vector):"UV 2":"8 8 0" | |
uv3(vector):"UV 3":"8 -8 0" | |
] | |
@PointClass base(Parentname, Targetname, Angles, Studiomodel) studioprop() = prop_laser_catcher: "Laser Receiver" | |
[ | |
model(studio) : "World model" : "models/props/laser_catcher_center.mdl" | |
drawinfastreflection(boolean) : "Draw in fast reflection" : 1 : "Draw in fast reflection." | |
autoaimenabled(boolean) : "Auto aim enabled" : 1 : "Auto aim enabled." | |
skin(integer) : "Skin types" : 1 : "Skin types." | |
vscripts(string) : "VScripts" : "laser_target/musical_laser_catcher.nut" : "VScripts" | |
noshadow(boolean) : "Disable Shadows" : 1 : "Disable Shadows?" | |
input Enable(void) : "Enables activity." //tenative, untested | |
input Disable(void) : "Disables activity." //; | |
output OnPowered(void) : "Powered" | |
output OnUnpowered(void) : "Unpowered" | |
] | |
@PointClass base(Targetname, Angles) iconsprite("effects/fakeportalring_blue.vmt") = linked_portal_door : "Portal Door"+" | Yellow line should be facing the direction opposite to which the player or object enters the Portal"+" | Needs 2 linked_portal_door entities to be connected "+" | You must use the Open input to make them work." | |
[ | |
width(integer) : "Width" : 32 : "Half the width of the Portal (in Hammer units)" | |
height(integer) : "Height" : 64 : "Half the height of the Portal (in Hammer units)" | |
partnername(string) : "Partner Name" : "" : "Name of the Portal this one is connected to" | |
input Open(void) | |
input Close(void) | |
] | |
@PointClass base(Targetname, Angles, Door) studio("models/props/portal_door_combined.mdl") = prop_testchamber_door : "Test Chamber Door" | |
[ | |
AreaPortalFadeStart(integer) : "Area Portal Fade Start" : 0 | |
AreaPortalFadeEnd(integer) : "Area Portal Fade End" : 0 | |
AreaPortalWindow(string) : "Area Portal Window" | |
UseAreaPortalFade(choices) : "Use Area Portal Fade" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
] | |
@PointClass base(prop_dynamic_base,EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop() = prop_dynamic : | |
"A prop that can be placed in hierarchy and can play animations. 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_physics (i.e. it should be physically simulated) then it CANNOT be "+ | |
"used as a prop_dynamic. Upon level load it will display a warning in the console and remove itself. Use a prop_physics instead." | |
[ | |
shadowdepthnocache(choices) : "No Cache for Shadow Depth" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
HoldAnimation(choices) : "Hold Animation" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
drawinfastreflection(choices) : "Draw in Fast Reflection" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
DisableBoneFollowers(choices) : "Disable Bone Followers" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
disableshadowdepth(choices) : "Disable Shadow Depth" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
] | |
///============================================================================= | |
// | |
// Special Effects | |
// | |
///============================================================================= | |
@PointClass base(Angles,Targetname,Parentname) = env_lightrail_endpoint : "Special effects for the endpoints of the lightrail." | |
[ | |
spawnflags(Flags) = | |
[ | |
1 : "Start On (w/ Small FX)" : 0 | |
//2 : "Start With Large FX" : 0 | |
] | |
small_fx_scale(float) : "Scale Small FX" : 1 : "Scale of the small effect. 1 is the default size, 2 is twice that, etc." | |
large_fx_scale(float) : "Scale Large FX" : 1 : "Scale of the large effect. 1 is the default size, 2 is twice that, etc." | |
// Inputs | |
input StartCharge(float) : "Start charging the endpoint from the small to large state over a specified amount of seconds." | |
input StartSmallFX(void) : "Start discharging particles at the small effects state over specified number of seconds." | |
input StartLargeFX(void) : "Start discharging particles at the large effects state over specified number of seconds." | |
input Stop(float) : "Stops the effect at any point." | |
] | |
///============================================================================= | |
// | |
// Triggers | |
// | |
///============================================================================= | |
@SolidClass base(trigger_multiple) = trigger_catapult : "A trigger that catapults the player and other objects" | |
[ | |
spawnflags(flags) = | |
[ | |
4104 : "Autostart." : 1 | |
] | |
upperThreshold(float) : "Upper Threshold" : "0.30" | |
playerSpeed(integer): "Player Speed" : 700 : "The speed at which the player is launched" | |
AirCtrlSupressionTime(float): "Air Control Supression Time" : "- 1.0" | |
physicsSpeed(integer): "Physics Speed" : 850 : "The speed at which objects (except the player) are launched." | |
applyAngularImpulse(choices) : "Apply Angular Impulse" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
entryAngleTolerance(float) : "Entry Angle Tolerance" : "0.0" | |
launchDirection(angle) : "Launch Direction" : "-90 0 0" | |
lowerThreshold(float) : "Lower Threshold" : "0.15" | |
launchTarget(string) : "Launch Target" | |
useThresholdCheck(choices) : "Use Threshold Check" : 1 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
useExactVelocity(choices) : "Use Exact Velocity" : 0 = | |
[ | |
0 : "No" | |
1 : "Yes" | |
] | |
exactVelocityChoiceType(integer) : "Exact Velocity Choice Type" : 0 | |
output OnCatapulted(void) : "Fired when the player or object is catapulted." | |
] | |
///============================================================================= | |
// | |
// Credits | |
// | |
///============================================================================= | |
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = env_portal_credits : | |
"An entity to control the rolling credits for portal." | |
[ | |
// Inputs | |
input RollCredits(void) : "Start the intro credits rolling." | |
input RollOutroCredits(void) : "Start the outro credits rolling." | |
input ShowLogo(void) : "Show the HL2 logo." | |
input RollPortalOutroCredits(void) : "Start the Portal greenscreen outro credits." | |
// Outputs | |
output OnCreditsDone(void) : "Fired when the credits having finished rolling." | |
] | |
///============================================================================= | |
// | |
// Normally Obsolete.. | |
// | |
///============================================================================= | |
@PointClass base(Targetname, Parentname) iconsprite("editor/info_lighting.vmt") = info_lighting_relative | |
[ | |
LightingLandmark(target_destination) : "Lighting Landmark" : : "Entity at which the reference origin is contained. " + | |
" If empty, the info_lighting_relative's origin will" + | |
" be used." | |
] |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment