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Copy pathsurf_entities.fgd
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surf_entities.fgd
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@include "base.fgd"
@PointClass = surf_configuration : "Tells the gamemode to disable normal setup procedures and to rely on the maps' placement of entities instead."
[
author(string) : "Author" : "GabeN" : "Your name goes here! Or whoever is publishing the map"
steamid64(string) : "Steam ID (64 bit)" : "76561197960287930" : "Your SteamID 64. Can be used for proof, to give rewards, whatever!"
]
@SolidClass = surf_startlinezone : "The starting line which triggers things such as recording times."
[]
@SolidClass = surf_stagezone : "Trigger that when a player touches it, marks the stage as 'complete'. Also considered to be a checkpoint."
[
stageid(integer) : "Stage Number" : 1 : "Stage Number"
spawnpos(vector): "Player Spawn Position" : "0 0 0" : "Where the player spawns when teleporting to this stage."
]
@SolidClass = surf_splitzone : "Trigger that allows a players time to be captured at a given point in a run."
[
splitid(integer) : "Split ID" : 1 : "Which split this trigger represents."
type(choices) : "Split Type" : "start" : "Split zone type" =
[
"start" : "Start"
"end" : "End"
"both" : "Both"
]
]
@SolidClass = surf_hopzone : "Trigger that places an creates auto-hop zone."
[
iconpos(vector) : "Icon Position" : "0 0 0" : "Position of the icon. Note: Icon will always position itself on the z-axis relative to the overall zone."
]
@SolidClass = surf_completedonlyzone : "Trigger that only allows users who have completed the map to pass through."
[
msg(string) : "Message" : "You need to beat the map first!" : "Optional message to pass to the player if they haven't beaten the map."
telepos(vector): "Teleport Position" : "0 0 0" : "Where we should send the player if they haven't beaten the map and fail this check."
]
@SolidClass = surf_stoptimezone : "Trigger that allows a player to pass through it, but would stop their timed run."
[]