Template:PatchDiff/August 18, 2015 Patch/bin/tf.fgd

From Team Fortress Wiki
Jump to: navigation, search
25502550@PointClass base(Targetname,Origin,Angles) = tf_teleport_location : "Players teleport locations which will be delete on round start"
25512551[
25522552]
N/A2553 
N/A2554@SolidClass base(Targetname, Origin, EnableDisable, TeamNum) = func_passtime_goal :
N/A2555 "Players or passtime balls that touch this will cause a score for whichever team touches it. You can limit which teams are allowed to touch it."
N/A2556[
N/A2557 points(float) : "Points" : 1 : "How many points the team gets for scoring here."
N/A2558 output OnScoreBlu(void) : "BLU scored. Useful for doing any effects specific to this goal."
N/A2559 output OnScoreRed(void) : "RED scored. Useful for doing any effects specific to this goal."
N/A2560 
N/A2561 spawnflags(flags) =
N/A2562 [
N/A2563 1: "Scoring here wins the game" : 0
N/A2564 2: "DO NOT let the ball score here" : 0
N/A2565 4: "Let ball-carrying players score here" : 0
N/A2566 ]
N/A2567]
N/A2568 
N/A2569@PointClass base(Targetname, EnableDisable, TeamNum) iconsprite("editor/passtime_ball_spawner.vmt") = info_passtime_ball_spawn : "Just marks a ball spawnpoint. Won't be used if disabled."
N/A2570[
N/A2571 output OnSpawnBall(void) : "A ball just spawned here. Might be useful when using randomly selected spawn points."
N/A2572]
N/A2573 
N/A2574@PointClass base(Targetname) iconsprite("editor/passtime_master.vmt") = passtime_logic : "Passtime Logic"
N/A2575[
N/A2576 num_sections(integer) : "Number of sections" : 0 : ""
N/A2577 ball_spawn_countdown(integer) : "Ball spawn countdown duration in seconds" : 15 : ""
N/A2578 
N/A2579 input SpawnBall(void) : "With a countdown, pick a random enabled info_passtime_ball_spawn and spawn a ball there."
N/A2580 input SetSection(string) : "Parameter must be three values - [section number] [name of first track_path] [name of last track_path]"
N/A2581 input TimeUp(void) : "Input this from a round timer or something to indicate the game timer ended with no winner."
N/A2582 input SpeedBoostUsed(void) : "For stats tracking."
N/A2583 input JumpPadUsed(void) : "For stats tracking."
N/A2584 
N/A2585 output OnBallFree(void) : "The ball is free - someone was holding it, and now they aren't."
N/A2586 output OnBallGetBlu(void) : "The ball was free and someone picked it up."
N/A2587 output OnBallGetRed(void) : "The ball was free and someone picked it up."
N/A2588 output OnBallGetAny(void) : "The ball was free and someone picked it up."
N/A2589 output OnBallRemoved(void) : "The ball was removed by game rules and you should respawn it. (e.g. fell out of the world (func_passtime_goal with -1 points))."
N/A2590 output OnScoreBlu(void) : "BLU scored."
N/A2591 output OnScoreRed(void) : "RED scored."
N/A2592 output OnScoreAny(void) : ""
N/A2593]
N/A2594 
N/A2595@SolidClass base(Targetname, EnableDisable, TeamNum) = func_passtime_goalie_zone : ""
N/A2596[
N/A2597]
N/A2598 
N/A2599@SolidClass base(Targetname) = func_passtime_no_ball_zone : "Cant use the ball here."
N/A2600[
N/A2601]
N/A2602 
N/A2603@SolidClass base(Trigger) = trigger_passtime_ball  : "Send enter/exit outputs when ball or player with ball enter/exits"
N/A2604[
N/A2605 output OnBallEnter(void) : ""
N/A2606 output OnBallExit(void) : ""
N/A2607]
N/A2608 
N/A2609@SolidClass base(Trigger) = trigger_catapult : "Catapult the player in a given diretion at a given velocity."
N/A2610[
N/A2611 playerSpeed(float) : "Player Speed" : 450 : "Speed at which to launch the players (u/sec)"
N/A2612 physicsSpeed(float) : "Physics Object Speed" : 450 : "Speed at which to launch physics objects (u/sec)"
N/A2613 useThresholdCheck(integer) : "Use Threshold Check" : 0
N/A2614 entryAngleTolerance(float) : "Entry Angle Tolerance" : "0.0" : "Flung object's velocity must be pointing this much at the target. Specify a value between [-1...1] 1 means exactly, 0 means within 180 degrees -1 means any angle is accepted. This is only used if Use Threshold Check is set to yes."
N/A2615 useExactVelocity(integer) : "Use Exact Velocity" : 0 : "Try to fling exactly at the speed specified - this prevents the added upward velocity from a launch target."
N/A2616 exactVelocityChoiceType(choices) : "Exact Solution Method" : 0 :
N/A2617 "Using exact velocity generates two correct solutions. Use this to force which one you choose." =
N/A2618 [
N/A2619 0 : "Best"
N/A2620 1 : "Solution One"
N/A2621 2 : "Solution Two"
N/A2622 ]
N/A2623 lowerThreshold(float) : "Lower Threshold" : "0.15" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .15) This is only used if Use Threshold Check is set to yes."
N/A2624 upperThreshold(float) : "Upper Threshold" : "0.30" : "Flung object must be within this percentage value in order to activate fling. Specify a value between [0...1] (default is .30) This is only used if Use Threshold Check is set to yes."
N/A2625 launchDirection(angle) : "Launch direction" : "0 0 0" : "Direction to launch the player in."
N/A2626 launchTarget(target_destination) : "Launch target" : "" : "Entity to try to 'hit' when we're launched."
N/A2627 onlyVelocityCheck(integer) : "Only check velocity" : 0 : "Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled."
N/A2628 applyAngularImpulse(integer) : "Apply angular impulse" : 1 : "If a random angular impulse should be applied to physics objects being catapulted."
N/A2629 AirCtrlSupressionTime(float) : "Air Control SupressionTime" : "-1.0" : "[Launch by target only!]If greater than zero, supress player aircontrol for this number (in seconds). If less than zero use the default (quarter second)."
N/A2630 
N/A2631 output OnCatapulted(void) : "The object has been launched."
N/A2632]
N/A2633 
N/A2634@SolidClass base(Trigger) = trigger_ignite : "Ignite the player and burn the player over time."
N/A2635[
N/A2636 burn_duration(float) : "Burn duration" : 5 : "Duration of the after burn effect on the player after leaving the trigger."
N/A2637 damage_percent_per_second(float) : "Damage(%) per second" : 10 : "Damage per second while inside the trigger."
N/A2638 ignite_particle_name(string) : "Ignite particle name" : "" : "Name of the particle that plays when player first touch the trigger."
N/A2639 ignite_sound_name(string) : "Ignite sound name" : "" : "Name of the sound script that plays when player first touch the trigger."
N/A2640]