Update ABS's .fgd

Discussion in 'Mapping Questions & Discussion' started by AlexCookie, Jun 11, 2016.

  1. AlexCookie

    aa AlexCookie Suspect of eating cookies alive

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  2. Three Million

    Three Million L5: Dapper Member

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    Why would specific class flags be a good thing? Just curious.
     
  3. AlexCookie

    aa AlexCookie Suspect of eating cookies alive

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    Some people need it for their maps.
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Alex isn't adding them. They're in the code. Anyone can use them. The FGD just makes them available for hammer to see them,
     
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  5. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    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."
    [
    ]
     
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  6. Anreol

    Anreol L6: Sharp Member

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    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?
     
  7. AlexCookie

    aa AlexCookie Suspect of eating cookies alive

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    Better ask A Boojum Snark.
     
  8. zahndah

    aa zahndah professional letter

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    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."
    ]
     
  9. Frosty Scales

    aa Frosty Scales

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    I made a kinda shitty FGD code for it a while back, you can find it here
     
  10. Exactol

    aa Exactol Certified Hammer Hacker

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    Wasn't tf_zombie replaced with tf_zombie_spawner?
     
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  11. Pocket

    aa Pocket func_croc

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    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.
     
  12. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    I did that and I already mentioned it in my post above.
     
  13. Crowbar

    aa Crowbar perfektoberfest

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    It can be done by anyone, the only thing it could make sense to ask ABS about is copyright shit.
     
  14. Pocket

    aa Pocket func_croc

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    Only Booj can integrate the updates into the official installer and update the download, though.
     
  15. henke37

    aa henke37

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    The pack has been rather poor at adding icons for new entities. Also, path node like behavior for the bot goal entities.
     
  16. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    light_environment can have a targetname and some other stuff. Ask @Freyja for more info.