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budgetday.fgd
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budgetday.fgd
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@include "base.fgd"
@include "halflife2.fgd"
@PointClass base(Targetname, Origin) studio("models/props/cs_assault/camera.mdl") = bd_camera : "BudgetDay security camera"
[
cameraname(string) : "Camera Name" : "" : "The camera name shown in security camera monitor"
]
@PointClass base(Targetname, Origin) studio("models/props/cs_office/computer_monitor.mdl") = bd_camera_monitor : "BudgetDay security camera monitor"
[
cameraoffset(integer) : "Camera Offset" : 0 : "From which camera should the camera feed be started"
]
@PointClass base(Targetname, Origin, Angles) studio("models/player.mdl") = bd_npc_spawn : "A spawnpoint for guards"
[
guardtype(choices) : "Guard Type" : "roaming" =
[
"roaming" : "Roaming"
"passive" : "Passive"
"monitoring" : "Monitoring (reports suspicious things to other guards)"
]
carryitem(choices) : "Item in left hand" : "" : "The item this guard carries in his left hand" =
[
"" : "Nothing"
"flashlight" : "A flashlight"
"coffee" : "A coffee cup"
]
]
@PointClass base(Targetname, Origin) = bd_npc_poi : "A point of interest"
[
targetnpcs(string) : "Target NPCs" : "" : "What type of npcs should use this POI. Currently not used"
priority(float) : "Priority" : "100.0" : "How high should NPCs prioritize this POI. Negative priority is never considered. Priority is relative. There are no absolute 'origins' for priority other than the default value."
]
@PointClass base(Origin) = bd_mapsettings : "BD Map settings"
[
firststage(target_destination) : "First Stage" : "" : "Should point to the bd_mapstage that starts the mission"
]
@PointClass base(Targetname, Origin) = bd_mapstage : "BD Map stage"
[
firstobjective(target_destination) : "First Objective" : "" : "Should point to the first main bd_objective of the stage"
stagesettings(string) : "Stage Settings" : "" : "Space delimited list of flags and options. For example 'pagers=1' to enable pagers on guards (requires an addon)"
input MissionAccomplished(void) : "Call to end the whole mission succesfully. Usually triggers a map vote or restart the current mission after a short delay."
input MissionFailed(string) : "Call to end the mission prematurely due to a failure. The string argument is the reason for the failure. The string is replaced with language specific equivalent, if it is one of the following: player_spotted, ragdoll_spotted, item_spotted"
output PoliceInformed(void) : "Fires when a guard or a citizen calls the police. You could for example start a timer here, and when timer expires start spawning a bunch of police NPCs in some good spots."
]
@PointClass base(Targetname, Origin, Angles) = bd_objective : "An infonode for objectives"
[
description(string) : "Description" : "" : "Description of this objective. Shown in tab menu. Should contain full instructions for how to complete this objective"
nextobjective(target_destination) : "Next Objective" : "" : "The next main objective. Only used for informative purposes. To actually proceed to the next objective, use SetAsMainObjective on the next objective"
highlightent(target_destination) : "Highlight Entity" : "" : "If a targetname is provided, highlights the target entity when this objective is active. The highlight is visible through walls"
overlaytext(string) : "Overlay Text" : "" : "Text that appears in location of this entity when this objective is active. \n\nThere are some replacements you can use: \n" +
"{objectiveitems} = Objective items picked\n" +
"{objectiveitemsreq} = Objective item requirement"
objectiveitems(integer) : "Objective Item Requirement" : 0 : "A helper function. If this amount of bd_objective_item entities that are linked to this objective are collected, the objective automatically ends. Set zero to disable."
input IncreaseObjectiveItemCount(void) : "Increases objective item count. Only useful if objective item requirement is set."
input SetAsMainObjective(void) : "Sets this objective as the current main objective"
input SetAsSecondaryObjective(string) : "If there is no secondary objective going on named as given string, starts a new secondary objective. If there exists a secondary objective with given name, replaces it with this objective (effectively making this objective a sequel to the replaced objective)"
output OnStartObjective(void) : "Called when this objective starts"
output OnEndObjective(void) : "Called when this objective ends"
]
@PointClass base(Targetname, Origin, Angles) studioprop() = bd_objective_item : "A generic item that is used in an objective"
[
model(studio) : "World model" : "models/props_c17/BriefCase001a.mdl"
interacttime(float) : "Interact Duration" : "1.0" : "For how long does player need to interact with this item to pick it up"
objective(target_destination) : "Objective" : "" : "The objective this item is part of. Item can only be interacted with if that objective is currently active"
highlightitem(choices) : "Highlight Item" : "0" : "Should this item be highlighted on screen" =
[
0 : "No"
1 : "Yes"
2 : "Yes, and ignore Z (highlight through walls)"
]
carriedbyply(choices) : "Carried by Player" : "0" : "Does this item need to be carried by player. If not, interacting with this item will simply remove it." =
[
0 : "No"
1 : "Yes"
]
output OnStartInteraction(void) : "Called when player starts interaction with this item"
output OnFinishInteraction(void) : "Called when player finishes interaction with this item"
output OnCancelInteraction(void) : "Called when player cancels interaction with this item"
]