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finalfrontier.fgd
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finalfrontier.fgd
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@include "base.fgd"
@PointClass base(Targetname, Origin) = info_ff_universe : "universe"
[
width(integer) : "Universe Width" : 1024 : "Width of the observable universe (inches)"
height(integer) : "Universe height" : 1024 : "Height of the observable universe (inches)"
horzSectors(integer) : "Horizontal sectors" : 8 : "Number of sectors along the X axis"
vertSectors(integer) : "Vertical sectors" : 8 : "Number of sectors along the Y axis"
]
@PointClass base(Targetname, Origin) = info_ff_ship : "ship"
[
name(string) : "Ship name" : "" : "Name to refer to this ship by"
color(color255) : "UI Color" : "255 255 255" : "Color to use in ship-specific UI elements"
health(integer) : "Base hull health" : 1 : "The initial hull health of the ship"
mainlight(target_destination) : "Main light" : "" : "Targetname of the main lights"
warnlight(target_destination) : "Warning light" : "" : "Targetname of the warning lights"
warnlightbrush(target_destination) : "Warning light brush" : "" : "Targetname of a bush to toggle a material on when warning lights are enabled"
]
@PointClass base(Targetname, Origin) = info_ff_room : "room"
[
ship(target_destination) : "Parent ship" : "" : "Targetname of the ship containing this room"
system(choices) : "System" : "" =
[
"" : "None (default)"
"piloting" : "Piloting"
"sensors" : "Sensors"
"weapons" : "Weapons"
"reactor" : "Reactor"
"lifesupport" : "Life support"
"doorcontrol" : "Door control"
"shields" : "Shield control"
"medical" : "Medical bay"
"transporter" : "Transporter"
"engineering" : "Engineering"
]
volume(float) : "Room volume" : "1000" : "Approximate volume of the room in metres cubed"
]
@PointClass base(Targetname, Origin, Angles) = info_ff_door : "door"
[
door(target_destination) : "Door Parts" : "" : "Targetname of the door object to open and close"
room1(target_destination) : "Room" : "" : "Targetname of a room this door is connected to"
room2(target_destination) : "Room" : "" : "Targetname of a room this door is connected to"
input Opened(void) : "Door object finished opening"
input Closed(void) : "Door object finished closing"
]
@PointClass base(Targetname, Origin, Angles) = info_ff_screen : "screen"
[
room(target_destination) : "Parent room" : "" : "Targetname of the room containing this screen"
width(float) : "Display width" : "48" : "Width of the display in inches"
height(float) : "Display height" : "28" : "Height of the display in inches"
]
@PointClass base(Origin) = info_ff_roomcorner : "room corner"
[
room(target_destination) : "Parent room" : "" : "Targetname of the room containing this corner"
index(integer) : "Index" : 1 : "Index of this corner, starting at 1"
]
@PointClass base(Targetname, Origin) = info_ff_roomdetail : "room detail"
[
room(target_destination) : "Parent room" : "" : "Targetname of the room containing this detail"
next1(target_destination) : "Next detail" : "" : "Targetname of a detail connected to this one"
next2(target_destination) : "Next detail" : "" : "Targetname of a detail connected to this one"
next3(target_destination) : "Next detail" : "" : "Targetname of a detail connected to this one"
next4(target_destination) : "Next detail" : "" : "Targetname of a detail connected to this one"
next5(target_destination) : "Next detail" : "" : "Targetname of a detail connected to this one"
next6(target_destination) : "Next detail" : "" : "Targetname of a detail connected to this one"
next7(target_destination) : "Next detail" : "" : "Targetname of a detail connected to this one"
next8(target_destination) : "Next detail" : "" : "Targetname of a detail connected to this one"
]
@PointClass base(Origin) = info_ff_transtarget : "transporter target"
[
room(target_destination) : "Parent room" : "" : "Targetname of the room containing this transporter target"
transpad(choices) : "Transporter Pad" : "0" =
[
0 : "Nope"
1 : "Yessir"
]
]
@PointClass base(Targetname, Angles) studio("models/props_c17/consolebox01a.mdl") = info_ff_moduleslot : "module slot"
[
room(target_destination) : "Parent room" : "" : "Targetname of the room containing this module slot"
hatch(target_destination) : "Hatch" : "" : "Targetname of the hatch covering the slot"
type(choices) : "Module Type" : "0" =
[
0 : "Life Support"
1 : "Shields"
2 : "System Power"
3 : "Repair 1"
4 : "Repair 2"
5 : "Weapon 1"
6 : "Weapon 2"
7 : "Weapon 3"
]
]
@PointClass base(Angles) = info_ff_damageeffect : "damage effect"
[
room(target_destination) : "Parent room" : "" : "Targetname of the room containing this damage effect"
type(choices) : "Effect Type" : "0" =
[
0 : "None"
1 : "Sparks"
2 : "Gas"
4 : "Smoke"
8 : "Cracks"
]
]