Improved FGD files
Quote from Skotty on May 22, 2011, 5:21 pmIn these FGDs I removed a lot of unused HL2 stuff (like turrets).
I improved standard settings of a lot of entities.
For example env_projected_texture or env_energy_ball_launcher
There are also some new entities, for example prop_exploding_futbol or prop_futbol.Credits go to turk645 for following entities:
prop_glass_futbol_spawner
prop_glass_futbol_socket
prop_exploding_futbol_spawner
prop_exploding_futbol_socketNewest entry: prop_glass_futbol
Put all 4 .fgd files to Steamsteamappscommonportal 2bin
File Name: Improved_FGDs_4.zip
File Size: 124.01 KiB
Click here to download Improved FGD files
In these FGDs I removed a lot of unused HL2 stuff (like turrets).
I improved standard settings of a lot of entities.
For example env_projected_texture or env_energy_ball_launcher
There are also some new entities, for example prop_exploding_futbol or prop_futbol.
Credits go to turk645 for following entities:
prop_glass_futbol_spawner
prop_glass_futbol_socket
prop_exploding_futbol_spawner
prop_exploding_futbol_socket
Newest entry: prop_glass_futbol
Put all 4 .fgd files to Steamsteamappscommonportal 2bin
File Name: Improved_FGDs_4.zip
File Size: 124.01 KiB
Click here to download Improved FGD files
Quote from Skotty on July 6, 2011, 9:09 amNew update:
Added env_global entry to spawn without Portalgun (SP and MP). HL2 entries removed.
If you got any other Portal 2 relating env_global entry, post them and I will add them!
New update:
Added env_global entry to spawn without Portalgun (SP and MP). HL2 entries removed.
If you got any other Portal 2 relating env_global entry, post them and I will add them!
Quote from Skotty on July 15, 2011, 1:21 pmUpdate to V4:
Added prop_glass_futbol and set keyvalues of prop_exploding_futbol to standard prop_physics keyvalues.
Update to V4:
Added prop_glass_futbol and set keyvalues of prop_exploding_futbol to standard prop_physics keyvalues.
Quote from SuperSoldier on July 20, 2011, 10:18 amYou should add the prop_scaled_cube entity from the Sixense DLC. Here's some FGD code based on the prop_weighted_cube:
- Code: Select all
@PointClass base(Targetname,Angles, Reflection) studio( "models/props_underground/underground_weighted_cube.mdl" ) = prop_scaled_cube : "Scalable Cube"
[
skin(choices) : "Skin (OLD)" : 0 =
[
0 : "Standard"
1 : "Companion"
2 : "Standard Activated"
3 : "Reflective"
4 : "Sphere"
5 : "Antique"
]CubeType(choices) : "Cube Type" : 0 =
[
0 : "Standard"
1 : "Companion"
2 : "Reflective"
3 : "Sphere"
4 : "Antique"
]SkinType(choices) : "Skin Type" : 0 =
[
0 : "Clean"
1 : "Rusted"
]PaintPower(choices) : "Paint Power" : 4 :
"The paint power of the cube." =
[
0 : "Bounce"
2 : "Speed"
3 : "Portal"
4 : "None"
]NewSkins(boolean) : "Use new skins" : 0 : "Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field."
allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
input EnablePortalFunnel(void) : "Enable portal funneling behavior."
input DisablePortalFunnel(void) : "Disable portal funneling behavior."input Dissolve(void) : "Dissolves the cube."
input SilentDissolve(void) : "Kills the cube and fires its OnFizzled output."
input PreDissolveJoke(void) : "GLaDOS make a funny about the cube."
input ExitDisabledState(void) : "Exits the disabled state of a reflective cube."
output OnFizzled(void) : "Fired when a cube is fizzled."
output OnOrangePickUp(void) : "Orange picked up the cube."
output OnBluePickUp(void) : "Blue picked up the cube."
output OnPlayerPickup(void) : "Player picked up the cube."
output OnPhysGunDrop(void) : "Player dropped the cube."
output OnPainted(void) : "Cube got painted."
]Edit: Actually, that DLC has its own FGD.
You should add the prop_scaled_cube entity from the Sixense DLC. Here's some FGD code based on the prop_weighted_cube:
- Code: Select all
@PointClass base(Targetname,Angles, Reflection) studio( "models/props_underground/underground_weighted_cube.mdl" ) = prop_scaled_cube : "Scalable Cube"
[
skin(choices) : "Skin (OLD)" : 0 =
[
0 : "Standard"
1 : "Companion"
2 : "Standard Activated"
3 : "Reflective"
4 : "Sphere"
5 : "Antique"
]CubeType(choices) : "Cube Type" : 0 =
[
0 : "Standard"
1 : "Companion"
2 : "Reflective"
3 : "Sphere"
4 : "Antique"
]SkinType(choices) : "Skin Type" : 0 =
[
0 : "Clean"
1 : "Rusted"
]PaintPower(choices) : "Paint Power" : 4 :
"The paint power of the cube." =
[
0 : "Bounce"
2 : "Speed"
3 : "Portal"
4 : "None"
]NewSkins(boolean) : "Use new skins" : 0 : "Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field."
allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
input EnablePortalFunnel(void) : "Enable portal funneling behavior."
input DisablePortalFunnel(void) : "Disable portal funneling behavior."input Dissolve(void) : "Dissolves the cube."
input SilentDissolve(void) : "Kills the cube and fires its OnFizzled output."
input PreDissolveJoke(void) : "GLaDOS make a funny about the cube."
input ExitDisabledState(void) : "Exits the disabled state of a reflective cube."
output OnFizzled(void) : "Fired when a cube is fizzled."
output OnOrangePickUp(void) : "Orange picked up the cube."
output OnBluePickUp(void) : "Blue picked up the cube."
output OnPlayerPickup(void) : "Player picked up the cube."
output OnPhysGunDrop(void) : "Player dropped the cube."
output OnPainted(void) : "Cube got painted."
]
Edit: Actually, that DLC has its own FGD.
