Custom FGD file

A Config Script for Counter-Strike: Global Offensive

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108 5,045 bytes Raw Code
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@SolidClass base(Trigger) = trigger_vphysics_motion :
        "A volumetric trigger that affects the motion of vphysics objects that touch it."
[
        spawnflags(Flags) =
        [
                4096 : "Can move (through hierarchical attachment)" : 0
        ]

        StartDisabled(choices) : "Start Disabled" : 0 =
        [
                0 : "No"
                1 : "Yes"
        ]
        filtername(filterclass) : "Filter Name" : : "Filter to use to see if activator triggers me. See filter_activator_name for more explanation."
       
        SetGravityScale(float) : "Scale gravity of objects in the field." : "1.0"
        input SetGravityScale(float) : "Scale gravity of objects in the field."

        SetAdditionalAirDensity(float) : "Additional air density for drag" : "0"
        input SetAdditionalAirDensity(float) : "Additional air density for drag"

        SetVelocityLimit(float) : "Max velocity in field (0 disables)" : "0.0"
        input SetVelocityLimit(float) : "Max velocity in field."

        SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)" : "0.0"
        input SetVelocityLimitDelta(float) : "Max amount to reduce velocity per second"

        input SetVelocityLimitTime(string) : "Accepts two arguments: the first is the new velocity limit, the second is the time it takes to ramp to that value"

        SetVelocityScale(float) : "Velocity scale/drag" : "1.0"
        input SetVelocityScale(float) : "Velocity scale/drag"

        SetAngVelocityLimit(float) : "Max angular velocity in field (degrees/s, 0 disables)" : "0.0"
        input SetAngVelocityLimit(float) : "Max angular velocity in field."

        SetAngVelocityScale(float) : "Angular Velocity scale/drag" : "1.0"
        input SetAngVelocityScale(float) : "Angular Velocity scale/drag"

        SetLinearForce(float) : "Linear force (0 disables)" : "0.0"
        input SetLinearForce(float) : "Linear force (0 disables)"

        SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))" : "0 0 0"
//      input SetLinearForceAngles(angle) : "Direction of linear force (Pitch Yaw Roll (Y Z X))"

        ParticleTrailMaterial(string) : "Particle Trail Material" : : "Name of a material to use for the particle trail, no name means no particle trail"
        ParticleTrailLifetime(float) : "Particle Trail Lifetime" : 4 : "Lifetime of the particles to emit"
        ParticleTrailStartSize(float) : "Particle Trail Starting Sprite Size" : 2 : "Starting size of the sprite to emit"
        ParticleTrailEndSize(float) : "Particle Trail Ending Sprite Size" : 3 : "Ending size of the sprite to emit"

        // Inputs
        input   Enable(void) : "Enable the trigger."
        input   Disable(void): "Disable the trigger."
        input   Toggle(void) : "Toggle enable/disable."
]

@PointClass base(Targetname) size(-16 -16 -16, 16 16 16) = player_speedmod: "Speeds up or slows down player velocity over time (slow mo/fast forward)"
[
        spawnflags(Flags) =
        [
                1: "Suppress weapons" : 0
                2: "Suppress HUD" : 0
                4: "Suppress jump" : 0
                8: "Suppress duck" : 0
                16: "Suppress use" : 0
                32: "Suppress sprint" : 0
                64: "Suppress attack" : 0
                128: "Suppress zoom" : 0
        ]

        // Inputs
        input ModifySpeed(float) : "Modifies player speed by X ammount."
]

@PointClass base(Targetname, Parentname, Global, Angles, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) studio("models/chicken/chicken.mdl") = chicken :
    "Chicken AI entity."
[
    Health(integer) : "Health" : 1 : "Set higher with damage to hurt to make chicken invincible."
    minhealthdmg(integer) : "Damage to hurt" : 1 : "Set higher with health to make chicken invincible."
    glowdist(integer)       : "Glow Distance" : 1024
    glowenabled(boolean) : "Glow by default?" : 0
    glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)."
    glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." =
    [
        0 : "Default (through walls)"
        1 : "Shimmer (doesn't glow through walls)"
        2 : "Outline (doesn't glow through walls)"
        3 : "Outline Pulse (doesn't glow through walls)"
    ]
        skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
    SetBodyGroup(choices) : "Chicken model": 0 : "Holiday submodels of chicken" =
    [
        0 : "Default"
        1 : "Party Hat"
        2 : "Ghost"
        3 : "Sweater"
        4 : "Bunny ears"
        5 : "Pumpkin head"
    ]
    input SetGlowEnabled(void) : "Starts the glow."
    input SetGlowDisabled(void) : "Stops the glow."
    input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
    input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)."
    input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)."
    input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)."
 
    output OnHealthChanged(void) : "Fires output when health changes."
           
]
Custom fgd file for CSGO hammer
This include trigger_vphysics_motion, player_speedmod, chicken.

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Harakiri(poi)
Harakiri(poi) Joined 4mo ago
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Harakiri(poi) Joined 4mo ago
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