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nh2.fgd
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//=============================================================================
//
// Nightmare House 2
//
//=============================================================================
@include "base.fgd"
@include "halflife2.fgd"
@NPCClass base(BaseNPC) studio("models/NH2Zombies/cook.mdl") = npc_nh_cook : "NH2 Cook"
[
headmodel(choices) : "Head model to use" : 13 =
[
0 : "Half a head"
1 : "No head"
]
]
@NPCClass base(BaseNPC) studio("models/NH2Zombies/doctor01.mdl") = npc_nh_doctor : "NH2 Doctor"
[
headmodel(choices) : "Head model to use" : 13 =
[
0 : "Half a head"
1 : "No head"
2 : "Black Head"
4 : "Bald Head"
5 : "Jaw-less Head"
6 : "Nose-less Head"
7 : "Cheek-less Head"
8 : "Old Head"
9 : "Squished Head"
3 : "Black Head + Hat"
10 : "Bald Head + Hat"
11 : "Jaw-less Head + Hat"
12 : "Nose-less Head + Hat"
13 : "Random Head"
]
]
@NPCClass base(BaseNPC) studio("models/NH2Zombies/patient01.mdl") = npc_nh_patient : "NH2 Patient"
[
bodymodel(choices) : "Body model to use" : 0 =
[
0 : "Random Body"
1 : "Large Body"
2 : "Thin Body"
3 : "One Arm Body"
]
headmodel(choices) : "Head model to use" : 9 =
[
0 : "Half a head"
1 : "No head"
2 : "Black Head"
3 : "Bald Head"
4 : "Jaw-less Head"
5 : "Nose-less Head"
6 : "Cheek-less Head"
7 : "Old Head"
8 : "Squished Head"
9 : "Random Head"
]
]
@NPCClass base(BaseNPC) studio("models/NH2Zombies/surgeon01.mdl") = npc_nh_surgeon : "NH2 Surgeon"
[
bodymodel(choices) : "Body model to use" : 0 =
[
0 : "Random Body"
1 : "Large Body"
2 : "Thin Body"
]
headmodel(choices) : "Head model to use" : 15 =
[
0 : "Half a head"
1 : "No head"
2 : "Black Head"
4 : "Bald Head"
5 : "Jaw-less Head"
6 : "Nose-less Head"
7 : "Cheek-less Head"
8 : "Old Head"
9 : "Squished Head"
3 : "Black Head + Hat"
10 : "Bald Head + Hat"
11 : "Jaw-less Head + Hat"
12 : "Nose-less Head + Hat"
13 : "Cheek-less Head + Hat"
14 : "Old Head + Hat"
15 : "Random Head"
]
]
@NPCClass base(BaseNPC) studio("models/NH2Zombies/janitor01.mdl") = npc_nh_janitor : "NH2 Janitor"
[
gender(choices) : "Gender to use" : 0 =
[
0 : "Random"
1 : "Male"
2 : "Female"
]
bodymodel(choices) : "Body model to use" : 0 =
[
0 : "Random Body"
1 : "Large Body"
2 : "Thin Body"
]
headmodel(choices) : "Head model to use" : 10 =
[
0 : "Male 01"
1 : "Male 03"
2 : "Male 04"
3 : "Male 05"
4 : "Male 06"
5 : "Male 07"
6 : "Male 08"
7 : "Male 09"
8 : "Half a head (Black)"
9 : "Half a head (White)"
10 : "Random Head"
]
]
@NPCClass base(BaseNPC) studio("models/NH2Zombies/security01.mdl") = npc_nh_guard : "NH2 Guard"
[
]
@PointClass base(game_text) iconsprite("editor/game_text.vmt") = mm_game_text :
"An entity that displays customized text on player's screens."
[
input DisplayText(string) : "Display this message text."
]
@NPCClass base(BaseNPC) studio("models/NH2Zombies/gibs/doctor_torso.mdl") = npc_nh_doctor_torso : "NH2 Doctor Torso"
[
headmodel(choices) : "Head model to use" : 13 =
[
0 : "Half a head"
1 : "No head"
2 : "Black Head"
4 : "Bald Head"
5 : "Jaw-less Head"
6 : "Nose-less Head"
7 : "Cheek-less Head"
8 : "Old Head"
9 : "Squished Head"
3 : "Black Head + Hat"
10 : "Bald Head + Hat"
11 : "Jaw-less Head + Hat"
12 : "Nose-less Head + Hat"
13 : "Random Head"
]
]
@NPCClass base(BaseNPC) studio("models/NH2Zombies/gibs/patient_torso.mdl") = npc_nh_patient_torso : "NH2 Patient Torso"
[
headmodel(choices) : "Head model to use" : 9 =
[
0 : "Half a head"
1 : "No head"
2 : "Black Head"
3 : "Bald Head"
4 : "Jaw-less Head"
5 : "Nose-less Head"
6 : "Cheek-less Head"
7 : "Old Head"
8 : "Squished Head"
9 : "Random Head"
]
]
@NPCClass base(BaseNPC) studio("models/NH2Zombies/gibs/janitor_torso.mdl") = npc_nh_janitor_torso : "NH2 Janitor Torso"
[
headmodel(choices) : "Head model to use" : 15 =
[
0 : "Half a head"
1 : "No head"
2 : "Black Head"
4 : "Bald Head"
5 : "Jaw-less Head"
6 : "Nose-less Head"
7 : "Cheek-less Head"
8 : "Old Head"
9 : "Squished Head"
3 : "Black Head + Hat"
10 : "Bald Head + Hat"
11 : "Jaw-less Head + Hat"
12 : "Nose-less Head + Hat"
13 : "Cheek-less Head + Hat"
14 : "Old Head + Hat"
15 : "Random Head"
]
]
@PointClass base(Angles, Targetname, Studiomodel, DXLevelChoice, BaseFadeProp, EnableDisable) sphere(fademindist) sphere(fademaxdist) studioprop() = physics_prop_ragdoll :
"A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model."
[
spawnflags(flags) =
[
4 : "Debris - Don't collide with the player or other debris" : 1
8192 : "Allow Dissolve" : 0
16384 : "Motion Disabled" : 0
32768 : "Allow stretch" : 0
65536 : "Start asleep" : 0
]
angleOverride(string) : "Override Animation" : "" : "Filled in by the engine via wc_update_entity, do not edit by hand except to clear."
input StartRagdollBoogie(void) : "Begins ragdoll boogie effect. Parameter override = number of seconds to boogie."
input EnableMotion(void) : "Enable physics motion/collision response."
input DisableMotion(void) : "Disable physics motion/collision response."
input FadeAndRemove(float) : "Fade out then remove (kill) self. Parameter override = duration of fade"
submodelone(choices) : "Submodel to use for bodygroup 0" : 0 =
[
0 : "0"
1 : "1"
2 : "2"
3 : "3"
4 : "4"
5 : "5"
6 : "6"
7 : "7"
8 : "8"
9 : "9"
10 : "10"
11 : "11"
12 : "12"
13 : "13"
14 : "14"
15 : "15"
]
submodeltwo(choices) : "Submodel to use for bodygroup 1" : 0 =
[
0 : "0"
1 : "1"
2 : "2"
3 : "3"
4 : "4"
5 : "5"
6 : "6"
7 : "7"
8 : "8"
9 : "9"
10 : "10"
11 : "11"
12 : "12"
13 : "13"
14 : "14"
15 : "15"
]
submodelthree(choices) : "Submodel to use for bodygroup 2" : 0 =
[
0 : "0"
1 : "1"
2 : "2"
3 : "3"
4 : "4"
5 : "5"
6 : "6"
7 : "7"
8 : "8"
9 : "9"
10 : "10"
11 : "11"
12 : "12"
13 : "13"
14 : "14"
15 : "15"
]
submodelfour(choices) : "Submodel to use for bodygroup 3" : 0 =
[
0 : "0"
1 : "1"
2 : "2"
3 : "3"
4 : "4"
5 : "5"
6 : "6"
7 : "7"
8 : "8"
9 : "9"
10 : "10"
11 : "11"
12 : "12"
13 : "13"
14 : "14"
15 : "15"
]
submodelfive(choices) : "Submodel to use for bodygroup 4" : 0 =
[
0 : "0"
1 : "1"
2 : "2"
3 : "3"
4 : "4"
5 : "5"
6 : "6"
7 : "7"
8 : "8"
9 : "9"
10 : "10"
11 : "11"
12 : "12"
13 : "13"
14 : "14"
15 : "15"
]
]
@PointClass base(Angles) studio("models/editor/scriptedsequence.mdl") sphere(m_flRadius) = scripted_sequence_vj :
"scripted_sequence for VJ Base NPCS"
[
spawnflags(Flags) =
[
1 : "Start on Spawn" : 0
// 32: "No Interruptions" : 0
// 64: "Override AI" : 0
// 128: "Don't Teleport NPC On End" : 0
// 256: "Loop in Post Idle" : 0
// 512: "Priority Script" : 0
// 4096: "Allow actor death" : 0
]
TargetEntity(target_destination) : "Target NPC" : : "The name or class name (such as 'npc_zombie') of an NPC to use for this script."
PreIdleAnimation(string) : "Pre Action Idle Animation" : "" : "The name of the sequence (such as 'idle01') or activity (such as 'ACT_IDLE') to play before the action animation if the NPC must wait for the script to be triggered. Use 'Start on Spawn' flag or MoveToPosition input to play this idle animation."
ActionAnimation(string) : "Action Animation" : "" : "The name of the main sequence (such as 'reload02') or activity (such as 'ACT_RELOAD') to play."
]
@PointClass base(Targetname) iconsprite("editor/logic_script.vmt") = logic_script : "Handles script that can be exectued in Lua. Better alternative to lua_run."
[
spawnflags(flags) =
[
1 : "Execute on spawn" : 1
]
scriptFile(string) : "Script File" : : "The path relative to lua/mapscripts folder (in game, in addons) (example of usage: 'mapspawn' -> will load 'lua/mapscripts/mapspawn.lua')"
scriptChunk(string) : "Script Chunk" : : "Plain Lua code to execute (runs after Script File)"
thinkHook(choices) : "Use Think hook?" : 0 =
[
0 : "No"
1 : "Yes"
]
input LoadFile(void) : "Run file from keyvalues (if you specify string it will run specified string, instead of from keyvalues)"
input LoadChunk(void) : "Run Lua code from keyvalues (if you specify string it will run specified string, instead of from keyvalues)"
]
@SolidClass base(trigger_once) = trigger_once_mp
[
]
@SolidClass base(Trigger) = trigger_no_player_collision
[
]
@PointClass base(npc_fastzombie) studio("models/nh2zombies/friendly.mdl") = npc_nh_demon
[
removeLeapAttackOnSpawn(choices) : "Remove Leap Attack On Spawn?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_multiplayer_start :
"This entity indicates the position and facing direction at which the specified player will spawn (using in multiplayer to spawn up 4 players)."
[
playerID(choices) : "Player ID" : 1 =
[
1 : "Player 1 (host)"
2 : "Player 2"
3 : "Player 3"
4 : "Player 4"
]
]
@PointClass base(Targetname) = logic_spawnpoint_controller : "Handles spawnpoints and checkpoints (hardcoded)"
[
input SetSpawnpointIndex(string) : "Set hardcoded checkpoint"
input SetForcedSpawnpointIndex(string) : "Force hardcoded checkpoint"
]
@BaseClass = ControlEnables: "A pair of keyvalues for specifying if a comp_ entity is enabled."
[
ctrl_type(choices) : "Control Type" : 0 : "Controls how the Control Value is interpreted" =
[
0: "Is Enabled?"
1: "Is Disabled?"
]
ctrl_value(choices) : "Control Value" : 1 : "Decides whether this entity is enabled. If disabled, the entity has no effect." =
[
0: "No"
1: "Yes"
]
]
@PointClass base(ControlEnables) iconsprite("editor/comp_pack") = comp_pack: "Explicitly identify resources to pack into the map. If more are needed, add additional keyvalues with SmartEdit off."
[
generic1(string) : "Generic" : : "Pack a file, starting in any of the content folders."
generic2(string) : "Generic" : : "Pack a file, starting in any of the content folders."
generic3(string) : "Generic" : : "Pack a file, starting in any of the content folders."
generic4(string) : "Generic" : : "Pack a file, starting in any of the content folders."
generic5(string) : "Generic" : : "Pack a file, starting in any of the content folders."
sound1(sound) : "Sound" : : "Pack a raw sound file or a soundscript."
sound2(sound) : "Sound" : : "Pack a raw sound file or a soundscript."
sound3(sound) : "Sound" : : "Pack a raw sound file or a soundscript."
sound4(sound) : "Sound" : : "Pack a raw sound file or a soundscript."
sound5(sound) : "Sound" : : "Pack a raw sound file or a soundscript."
model1(studio) : "Model" : : "Pack a model."
model2(studio) : "Model" : : "Pack a model."
model3(studio) : "Model" : : "Pack a model."
model4(studio) : "Model" : : "Pack a model."
model5(studio) : "Model" : : "Pack a model."
material1(material) : "Material" : : "Pack a material."
material2(material) : "Material" : : "Pack a material."
material3(material) : "Material" : : "Pack a material."
material4(material) : "Material" : : "Pack a material."
material5(material) : "Material" : : "Pack a material."
particle1(string) : "Particle" : : "Pack a particle system, and include in the manifest."
particle2(string) : "Particle" : : "Pack a particle system, and include in the manifest."
particle3(string) : "Particle" : : "Pack a particle system, and include in the manifest."
particle4(string) : "Particle" : : "Pack a particle system, and include in the manifest."
particle5(string) : "Particle" : : "Pack a particle system, and include in the manifest."
soundscript1(string) : "SoundScript" : : "Pack a soundscript file, and include in the manifest."
soundscript2(string) : "SoundScript" : : "Pack a soundscript file, and include in the manifest."
soundscript3(string) : "SoundScript" : : "Pack a soundscript file, and include in the manifest."
soundscript4(string) : "SoundScript" : : "Pack a soundscript file, and include in the manifest."
soundscript5(string) : "SoundScript" : : "Pack a soundscript file, and include in the manifest."
]
@PointClass base(Targetname) = env_credits_nh2 : ""
[
input Start(void) : ""
]