Finally got some time to look at the new FGD, here are my findings. (maybe a bunch of you have looked and shared the info already, but I haven't seen a thread)
** = overridden by my FGD if you have it installed, go get the update
New things on old entities
New entities
• tf_halloween_pickup
The ducks. Supports customized model/sound/particle. As it has both team affinity and team specific outputs, this could come in very useful for custom game modes.
• func_forcefield
Not quite sure what the point of this is. It acts like a func_rrv without needing to be linked to a func_rr, just set the team instead. Smells like valve being valve and adding stuff without need.
** = overridden by my FGD if you have it installed, go get the update
New things on old entities
Super easy selective spawning! Complicated entity crap like I used to do no longer needed.info_player_teamspawn
SpawnMode - 0/1 - How the game decides when a player can spawn here. Triggered mode will only allow players sent via a trigger_player_respawn_override (in which case this spawn must be named, and match the trigger). **
I saw the shot clock mentioned in another thread, but putting it here for the record. Could make for much better CTF. More inputs are always good for custom game modes.item_teamflag
• Shot Clock Mode - Flag uses shot-clock mode, which means that the timer doesn't reset to the full time when an attacking player touches it.
• input ForceResetSilent : "Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location silently (no messages sent to players)."
• input ForceResetAndDisableSilent : "Force the flag to be dropped if it's being carried by a player, and disable the flag, then reset the flag to its original location silently (no messages sent to players)."
Looks like I can remove the hidden OnStartOvertime input from my FGD, as that did the same thing, except only for 5 seconds.team_train_watcher
• input SetTrainRecedeTimeAndUpdate(integer) : "Set the number of seconds before the train starts to recede and update the current recede time." **
Works to turn off sentry guns and teleporters (which are linked, changing on changes both), but dispensers continue playing their idle sound and the VGUI metal meter won't disappear.obj_*
input Show/Hide**
input Enable/Disable**
New entities
• tf_halloween_pickup
The ducks. Supports customized model/sound/particle. As it has both team affinity and team specific outputs, this could come in very useful for custom game modes.
• func_forcefield
Not quite sure what the point of this is. It acts like a func_rrv without needing to be linked to a func_rr, just set the team instead. Smells like valve being valve and adding stuff without need.
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