Some people need it for their maps.Why would specific class flags be a good thing? Just curious.
Why would specific class flags be a good thing? Just curious.
@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"
]
]
@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."
]
@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."
[
]
Better ask A Boojum Snark.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?
@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."
]
I made a kinda shitty FGD code for it a while back, you can find it heretrigger_add_or_remove_tf_player_attributes - Is that already in? If not there's a FGD for it somewhere.
I did that and I already mentioned it in my post above.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.
It can be done by anyone, the only thing it could make sense to ask ABS about is copyright shit.Better ask A Boojum Snark.