Update ABS's .fgd

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Why would specific class flags be a good thing? Just curious.
 

Tumby

aa
May 12, 2013
1,087
1,196
filter_tf_class - Not in any FGD I think. Also needs custom entity sprite.
Code:
@FilterClass base(BaseFilter) iconsprite("editor/filter_team.vmt") = filter_tf_class : "A filter that filters by the player class of the activator."
[
   tfclass(choices) : "Player Class" : 1 : "The Class to filter by." =
   [
     1 : "Scout"
     2 : "Sniper"
     3 : "Soldier"
     4 : "Demoman"
     5 : "Medic"
     6 : "Heavy"
     7 : "Pyro"
     8 : "Spy"
     9 : "Engineer"
   ]
]
tf_zombie - No FGD anywhere from what I know.
func_areaportalwindow - A small edit I made that adds yellow circles to visualize the fade distances.
Code:
@SolidClass base(Targetname) sphere(FadeDist) sphere(FadeStartDist) color(0 128 255) = func_areaportalwindow :
   "An entity that can be used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the parts inside the area will not be drawn. The 'target' brush model should enclose the func_areaportal window so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model."
[
   target(target_destination)  : "Rendered Window" : : "The name of a brush model to render as the window."
   FadeStartDist(integer) : "Fade Start Distance" : 128 : "When the viewer is closer than this distance, the alpha is set to 'TranslucencyLimit'."
   FadeDist(integer) : "Fade End Distance"  : 512 : "When the viewer is at this distance, the portal becomes solid and closes off."
   TranslucencyLimit(string) : "Translucency limit"  : "0.2" : "This value limits the translucency of the bmodel and prevents it from becoming invisible when the viewer is right on top of it."
   BackgroundBModel(string) : "Foreground bmodel"  : "" : "(Optional) brush model that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it."
   PortalVersion(integer)   readonly   : "Portal Version"  : 1  : "(Don't change). Differentiates between shipping HL2 maps and maps using new engine features."
   
   // Inputs
   input SetFadeStartDistance(integer) : "Set fade start distance."
   input SetFadeEndDistance(integer) : "Set fade end distance."
]
trigger_add_or_remove_tf_player_attributes - Is that already in? If not there's a FGD for it somewhere.
halloween bosses - Simple FGD I made.
Code:
@PointClass base(Targetname,Parentname,Angles) studio("models/bots/headless_hatman.mdl") = headless_hatman : "It's the Horseless Headless Horseman! A NPC Boss enemy. Requires a Navigation Mesh to work."
[
]
@PointClass base(Targetname,Parentname,Angles) studio("models/props_halloween/halloween_demoeye.mdl") = eyeball_boss : "Invokum MONOCOLUS! A NPC Boss enemy. DOES NOT require a Navigation Mesh to work."
[
   teamnum(choices) : "Team" : 0 : "The team that Monocolus should be on. He is invincible on RED and BLU and will disappear after a few seconds." =
   [
     0 : "Blu"
     2 : "Red"
     5 : "Neutral"
   ]
]
@PointClass base(Targetname,Parentname,Angles) studio("models/bots/merasmus/merasmus.mdl") = merasmus : "Feel the terror of BOOKS! A NPC Boss enemy. May require a Navigation Mesh to work."
[
]
 

AlexCookie

Suspect of eating cookies alive
aa
Apr 21, 2016
277
572
Maybe, instead of just updating the fgd, update *almost* everything in the ABS pack?
For example, adding the new gamemodes to the gamemode library, updating and adding new sprites (Maybe make them less ugly, like the source 2 Obsolete sprite, and new sprite for the class filter) another prop library adding the missing props (The halloween props from the last 2-3 years, Asteroid props, etc) and updating/adding entity descriptions

This thing needs a lot of work but maybe it can be... possible?
Better ask A Boojum Snark.
 

zahndah

professional letter
aa
Jul 4, 2015
763
647
adding trigger_brush maybe, it can be used to do some useful things
Code:
@SolidClass base(Targetname, Parentname, Global, EnableDisable) = trigger_brush
[
    spawnflags(flags) =
    [
        2: "Ignore player +USE" : 0
    ]
    InputFilter(choices) : "Input Filter" : 0 : "Used to specify which inputs this entity will accept." =
    [
        0 : "Allow Everything"
        22 : "Touch/Untouch: Players"
        20 : "Touch/Untouch: Players & NPCs"
        16 : "Touch/Untouch: Players, NPCs, Pushables"
        18 : "Touch/Untouch: Players & Pushables"
        21 : "Touch/Untouch: NPCs"
        17 : "Touch/Untouch: NPCs & Pushables"
        19 : "Touch/Untouch: Pushables"
        6 : "Touch/Untouch & Use: Players"
        2 : "Touch/Untouch & Use: Players & Pushables"
        4 : "Touch/Untouch & Use: Players & NPCs: "
        5 : "Touch/Untouch & Use: NPCs"
        1 : "Touch/Untouch & Use: NPCs & Pushables"
        3 : "Touch/Untouch & Use: Pushables"
        14 : "Use: Players"
        12 : "Use: Players & NPCs"
        8 : "Use: Players, NPCs, & Pushables"
        10 : "Use: Players & Pushables"
        13 : "Use: NPCs"
        9 : "Use: NPCs & Pushables"
        11 : "Use: Pushables"
    ]
    input Use(void) : "Use"
    output OnUse(void) : "On use"
    output OnStartTouch(void) :    "Fired when an entity starts touching this trigger. " +
                    "The touching entity must pass this trigger's filters " +
                    "to cause this output to fire."
    output OnEndTouch(void) :    "Fired when an entity stops touching this trigger. " +
                    "The touching entity must pass this trigger's filters " +
                    "to cause this output to fire."
    output OnEndTouchAll(void) :    "Fires when an entity stops touching this trigger, " +
                    "and no other entities are touching it. Only entities " +
                    "that passed this trigger's filters are considered."
]
 
Mar 22, 2015
93
30
trigger_add_or_remove_tf_player_attributes - Is that already in? If not there's a FGD for it somewhere.
I made a kinda shitty FGD code for it a while back, you can find it here
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
Somebody modded the FGD a while back to add those fade-distance spheres to func_areaportalwindow entities; I can't remember where that was, but if anyone can find it, I'd vote to have that incorporated into any "updates", official or otherwise.
 

Tumby

aa
May 12, 2013
1,087
1,196
Somebody modded the FGD a while back to add those fade-distance spheres to func_areaportalwindow entities; I can't remember where that was, but if anyone can find it, I'd vote to have that incorporated into any "updates", official or otherwise.
I did that and I already mentioned it in my post above.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
Only Booj can integrate the updates into the official installer and update the download, though.
 

henke37

aa
Sep 23, 2011
2,075
515
The pack has been rather poor at adding icons for new entities. Also, path node like behavior for the bot goal entities.