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TeamSpen210 committed Mar 2, 2020
2 parents 5d27d17 + c334094 commit 1a7df82
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669 changes: 669 additions & 0 deletions db/factories/asw.txt

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609 changes: 609 additions & 0 deletions db/factories/csgo.txt

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601 changes: 601 additions & 0 deletions db/factories/ep1.txt

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601 changes: 601 additions & 0 deletions db/factories/ep2.txt

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581 changes: 581 additions & 0 deletions db/factories/hl2.txt

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597 changes: 597 additions & 0 deletions db/factories/infra.txt

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456 changes: 456 additions & 0 deletions db/factories/l4d.txt

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551 changes: 551 additions & 0 deletions db/factories/l4d2.txt

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626 changes: 626 additions & 0 deletions db/factories/p1.txt

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575 changes: 575 additions & 0 deletions db/factories/p2.txt

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687 changes: 687 additions & 0 deletions db/factories/tf2.txt

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1 change: 1 addition & 0 deletions fgd/bases/BModelParticleSpawner.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
= BModelParticleSpawner
[
// These two values break dustmotes.
solid[engine](integer) : "Solid" : 0
solid(choices) readonly: "Solid" : 0 : "This needs to be zero to allow this to not collide." =
[
0: "Non-solid"
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1 change: 0 additions & 1 deletion fgd/bases/BaseLogicalNPC.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,6 @@
5: "Auto PVS after PVS"
]
sleepstate[engine](integer) : "Sleep State" : 0

wakeradius(float) : "Wake Radius" : 0 : "Auto-wake if player within this distance"
wakesquad(boolean) : "Wake Squad" : 0 : "Wake all of the NPCs squadmates if the NPC is woken"
enemyfilter(target_destination) : "Enemy Filter" : : "Filter by which to filter potential enemies"
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1 change: 1 addition & 0 deletions fgd/bases/BaseNPC.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@
0 : "No (Use speech semaphore)"
1 : "Yes (Don't use speech semaphore)"
]
visiblewhenasleep[ASW](boolean) : "Visible when asleep" : 0 : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)."

linedivider_npc(string) readonly : "----------------------------------------------------------------------------------------------------------" : ""

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1 change: 1 addition & 0 deletions fgd/bases/RenderFields.fgd
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Expand Up @@ -99,6 +99,7 @@

disablereceiveshadows(boolean) : "Disable Receiving Shadows" : 0

viewhideflags[enigne](integer) : "View Hide Flags" : 0
viewhideflags[MBase](choices) : "View ID nodraw" : 0 : "This keyvalue can control whether an entity should only draw on things like monitors or mirrors, " +
"or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs." =
[
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4 changes: 2 additions & 2 deletions fgd/bases/RopeKeyFrame.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -23,13 +23,13 @@
texturescale(float) : "Texture Scale" : 1 : "This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up."
collide(boolean) : "Collide with world" : 0

dangling(boolean) : "Start Dangling" : 0
dangling[engine](boolean) : "Start Dangling" : 0
dangling(choices) : "Start Dangling" : 0 : "When set to Yes, the rope starts out detached from its target endpoint." = [
0 : "Start Attached"
1 : "Start Dangling"
]

breakable(boolean) : "Breakable" : 0
breakable[engine](boolean) : "Breakable" : 0
breakable(choices) : "Breakable" : 0 : "When set to yes, the rope can be detached from either endpoint when shot." = [
0 : "Indestructible"
1 : "Breakable"
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2 changes: 2 additions & 0 deletions fgd/bases/SetSkin.fgd
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Expand Up @@ -3,4 +3,6 @@
[
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."
skinset[srctools](string) : "Used Skins" : : "Set this to a space seperated list of all the skin numbers which will be used. " +
"This allows auto-packing to skip unused ones. If blank all skins are assumed to be used."
]
37 changes: 34 additions & 3 deletions fgd/brush/comp/comp_trigger_p2_goo.fgd
Original file line number Diff line number Diff line change
@@ -1,13 +1,44 @@
@SolidClass base(Trigger)
appliesto(P2, +srctools)
= comp_trigger_p2_goo:
"Implements Toxic Goo/Deadly Acid/Hazard Liquid." +
"" +
"Implements Toxic Goo and Bottomless Pits.\n" +
"This expands into a trigger_hurt and trigger_multiple with appropriate settings."
[
enablefade(boolean) : "Enable Fade" : 0 : "Use a player_loadsaved to fade out the view as the player falls/drowns." +
"Otherwise, just kill the player with a trigger_hurt."

fadepreset[engine](color255) : "Fade Color - Preset" : "0 0 0"
fadepreset(choices) : "Fade Color - Preset" : "0 0 0" : "Use a preset color for the fade." =
[
"-1 -1 -1": "Custom"
"58 35 20": "Goo"
"0 0 0": "Black"
"56 95 141": "BTS Fog"
"37 35 33": "Old Aperture"
"50 70 80": "Wheatley / Destroyed"
"70 85 100": "Bottomless Pit"
"40 45 50": "Pit Falling Fog"
"16 19 22": "Fan Fog"
"14 20 22": "Darkness Fog"
"40 53 64": "Testchamber Fog"
"218 76 26": "P1 Orange"
]
fadecolor(color255) : "Fade Color - Custom" : "0 0 0" : "Specify your own fade color instead."
fadetime(float) : "Fade Time" : 0.5 : "The number of seconds the fade takes to fully occur."

damagetype[engine](integer) : "Damage Type" : 1327104
damagetype(choices) : "Damage Type" : 1327104 : "The type of damage to do to the player." =
[
"32" : "Bottomless Pit (FALL)" // FALL
"16384" : "Water (DROWN)" // DROWN
"1048576": "Toxic Goo (ACID)" // ACID
]

phys_offset(float): "Physics Offset" : 64.0 : "The distance below the hurt trigger to place the dissolving trigger. This ensures objects are hidden by the goo / fog before being destroyed."

failsafe_delay(float): "Failsafe delay": "1.0" : "Delay after which non-cube entities will be killed."
dissolve_filter(filterclass): "Physics Filter" : : "Set to a filter entity to prevent certain entities from dissolving."

output OnKillPlayer(void): "Fired when players touch the trigger."
output OnDissolvePhysics(void): "Fired when physics objects touch the trigger (and will be dissolved/killed soon)."
]
2 changes: 1 addition & 1 deletion fgd/brush/func/func_detail.fgd
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@@ -1,4 +1,4 @@
@SolidClass color(0 180 0) = func_detail:
@SolidClass color(0 180 0) appliesto(-engine) = func_detail:
"An entity that turns its brushes into detail brushes. " +
"Detail brushes do NOT contribute to visibility in the PVS. " +
"World geometry is not clipped to detail brushes, " +
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3 changes: 2 additions & 1 deletion fgd/brush/trigger/trigger_asw_supplies_chatter.fgd
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Expand Up @@ -3,7 +3,8 @@
appliesto(ASW) = trigger_asw_supplies_chatter: "A trigger volume that will occasionally make a marine comment about a supply stash."
[
wait(integer) : "Delay Before Reset" : -1 : "Amount of time, in seconds, after the trigger has triggered before it can be triggered again. If set to -1, it will never trigger again."
noammo(choices) : "Supply Type" : "0" : "The type of objects in the nearby supply stash." =
noammo[engine](integer) : "No ammo?" : 0
noammo(choices) : "Supply Type" : 0 : "The type of objects in the nearby supply stash." =
[
0: "Mixed"
1: "No ammo pickups"
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4 changes: 2 additions & 2 deletions fgd/brush/trigger/trigger_physics_trap.fgd
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Expand Up @@ -2,11 +2,11 @@
appliesto(ASW, EP1, EP2, HL2, P1, P2)
= trigger_physics_trap: "A volumetric trigger that disintegrates enemies"
[
dissolvetype(choices) : "Dissolve Type" : "Energy" =
dissolvetype[engine](integer) : "Dissolve Type": 0
dissolvetype(choices) : "Dissolve Type" : "0" =
[
0: "Energy"
1: "Heavy electrical"
2: "Light electrical"
]

]
13 changes: 13 additions & 0 deletions fgd/brush/trigger/trigger_portal_cleanser.fgd
Original file line number Diff line number Diff line change
@@ -1,6 +1,19 @@
@SolidClass base(Trigger, RenderFields, Reflection)
appliesto(P1, P2) = trigger_portal_cleanser: "A trigger volume that disolves any entities that touch it and fizzles active portals when the player touches it.|||An Aperture Science Material Emancipation Grid."
[
spawnflags(flags) =
[
1: "Clients/Players" : 1
2: "NPCs" : 0
8: "Physics Objects" : 1
16: "Only player ally NPCs" : 0
32: "Only clients in vehicles" : 0
64: "Everything (not including physics debris)" : 0
512: "Only clients *not* in vehicles" : 0
1024: "Physics debris" : 0
2048: "Only NPCs in vehicles (respects player ally flag)" : 0
]

visible[P2](boolean) : "Visible" : 1 : "If the fizzler is visible. This controls whether sounds will play."
usescanline[P2](boolean) : "Use Scanline" : 1 : "If the field uses a scanline particle effect."

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10 changes: 4 additions & 6 deletions fgd/brush/trigger/trigger_stun.fgd
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Expand Up @@ -4,18 +4,16 @@
trigger_delay(float) : "Trigger Delay" : 0 : "Delay after an entity touches that we fire our first stun."
stun_duration(float) : "Duration" : 0 : "Length of the stun effect."
move_speed_reduction(float) : "Move Speed Reduction" : 0 : "0 to 1 - Amount to reduce the player's move speed. 1 is 100% immobile."
stun_type(choices) : "Stun Type" : "0" =

stun_type[engine](integer) : "Stun Type" : 0
stun_type(choices) : "Stun Type" : 0 =
[
0: "Movement"
1: "Controls + Movement"
2: "Loser State + Controls + Movement"
]

stun_effects(choices) : "Stun Effects" : "0" =
[
0: "No"
1: "Yes"
]
stun_effects(boolean) : "Stun Effects" : 0


// Outputs
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5 changes: 5 additions & 0 deletions fgd/engine/bullseye_strider_focus.fgd
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@@ -0,0 +1,5 @@
@PointClass base(npc_bullseye)
appliesto(engine, HL2, EP1, EP2, P1)
= bullseye_strider_focus: "Duplicate of npc_bullseye, used so that ai_relationships don't accidentally alter relationships to these."
[
]
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
@PointClass base(info_overlay)
appliesto(engine)
autovis(Overlays,Accessor)
size(-1 -1 0, 1 1 1)
color(80 150 225)
studio("models/editor/overlay_helper.mdl")
= info_overlay_accessor: "The version of overlays that exists in the compiled map. This links targetnames to the overlay lump."
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4 changes: 2 additions & 2 deletions fgd/point/ai/ai_goal_lead.fgd
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Expand Up @@ -5,10 +5,10 @@
iconsprite("editor/ai_goal_lead.vmt")
= ai_goal_lead: "AI Goal Lead"
[
searchtype(choices) : "Search Type" : "0" : "How to search for the entities using the targetname." =
searchtype[engine](integer) : "Search Type" : 0
searchtype(choices) : "Search Type" : 0 : "How to search for the entities using the targetname." =
[
0: "Entity Name"
1: "Classname"
]

]
7 changes: 4 additions & 3 deletions fgd/point/ai/ai_goal_operator.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -7,13 +7,14 @@
actor(target_name_or_class) : "Actor to affect" : : "NPC that should perform this operation"
target(target_destination) : "Position entity" : : "Name of the entity that the NPC should move to in order to perform the operation."
contexttarget(target_destination) : "Context target" : : "(Optional) Name of an entity that the operator will use within context."
state(choices) : "Initial State" : "0" =
state[engine](integer) : "Initial State" : 0
state(choices) : "Initial State" : 0 =
[
0: "Not ready (closed, locked, etc)"
1: "Ready (open and accessible)"
]

moveto(choices) : "How should NPC approach?" : "1" =
moveto[engine](integer) : "How should NPC approach?" : 1
moveto(choices) : "How should NPC approach?" : 1 =
[
0: "DO NOT USE THIS SETTING"
1: "Walk"
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1 change: 1 addition & 0 deletions fgd/point/ai/ai_goal_standoff.fgd
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Expand Up @@ -40,6 +40,7 @@
abandonifenemyhides(boolean) : "Abandon if enemies hide" : 0 : "If no enemy detected recently, stop the standoff"

// Custom aggression
CustomCoverOnReload[engine](boolean) : "Custom: Take cover to reload" : 1
CustomCoverOnReload[MBase](choices) : "Custom: Take cover to reload" : 1 =
[
0 : "No"
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3 changes: 2 additions & 1 deletion fgd/point/ambient/ambient_generic.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,8 @@

sourceentityname(target_destination) : "Source Entity" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic."

soundflags[MBase](choices) :"Sound Flags" : 0 : "Additional options for your sound." =
soundflags[engine](integer) : "Sound Flasg" : 0
soundflags[MBase](choices) : "Sound Flags" : 0 : "Additional options for your sound." =
[
0: "None"
128: "[128] Pause when game is paused"
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6 changes: 4 additions & 2 deletions fgd/point/assault/assault_assaultpoint.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,8 @@
allowdiversion(boolean) : "Allow diversion" : 0 : "If you come in contact with enemies while approaching the assault point, divert to kill them. Resume the assault once contact is lost."
allowdiversionradius(float) : "Diversion Proximity" : 0 : "If Allow Diversion is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 = No limit."
nevertimeout(boolean) : "Never Timeout" : 0 : "If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point."
strict(choices) : "Strict?" : "0" =
strict[engine](boolean) : "Strict?" : 0
strict(choices) : "Strict?" : 0 =
[
0: "No, NPC may move from point to attack"
1: "Yes, NPC may not move to attack"
Expand All @@ -25,7 +26,8 @@

forcecrouch(boolean) : "Force Crouch" : 0 : "NPCs using this assault point are forced into crouching while holding it."
urgent(boolean) : "Urgent" : 0 : "If true, NPCs will consider movement to this assault point as Urgent Navigation."
assaulttolerance(choices) : "Attack Tolerance" : "36" : "How far this NPC may move from the assault point to try to attack an enemy." =
assaulttolerance[engine](integer) : "Attack Tolerance" : 36
assaulttolerance(choices) : "Attack Tolerance" : 36 : "How far this NPC may move from the assault point to try to attack an enemy." =
[
36: "Tight (3ft)"
72: "Medium (6ft)"
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7 changes: 1 addition & 6 deletions fgd/point/asw/asw_colonist.fgd
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Expand Up @@ -3,10 +3,5 @@
appliesto(ASW)
studio("models/swarm/Colonist/Male/MaleColonist.mdl") = asw_colonist: "Colonist"
[
notifynavfailblocked(choices) : "Fire output when Nav is blocked?" : "0" =
[
0: "No"
1: "Yes"
]

notifynavfailblocked(boolean) : "Fire output when Nav is blocked?" : 0
]
20 changes: 3 additions & 17 deletions fgd/point/asw/asw_director_control.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,23 +4,9 @@
iconsprite("editor/info_target.vmt") = asw_director_control: "Alien Swarm Director Control"
[
targetname(target_source) : "Name" : "@director" : "The name that other entities refer to this entity by."
wanderers(choices) : "Wandering Aliens" : "0" : "Whether to spawn random drones around the players." =
[
0: "No"
1: "Yes"
]

hordes(choices) : "Hordes" : "1" : "Whether to spawn large groups of drones periodically." =
[
0: "No"
1: "Yes"
]

controlspawners(choices) : "Control Spawners" : "0" : "If enabled, asw_spawners will only work when the director is in an active spawning state." =
[
0: "No"
1: "Yes"
]
wanderers(boolean) : "Wandering Aliens" : "0" : "Whether to spawn random drones around the players."
hordes(boolean) : "Hordes" : "1" : "Whether to spawn large groups of drones periodically."
controlspawners(boolean) : "Control Spawners" : "0" : "If enabled, asw_spawners will only work when the director is in an active spawning state."


// Inputs
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13 changes: 0 additions & 13 deletions fgd/point/asw/asw_drone.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -5,19 +5,6 @@
sphere() = asw_drone: "A vicious killing machine with bladed limbs and sharp teeth, easily able to tear a man to pieces, even an armoured IAF marine."
[
moveclone(target_destination) : "Move Clone" : : "If set to an entity name, this alien will match movement with that entity."
sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0: "None"
1: "Waiting for threat"
2: "Waiting for PVS"
3: "Waiting for input"
]

visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." =
[
0: "No"
1: "Yes"
]

spawnflags(flags) : "spawnflags" =
[
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14 changes: 0 additions & 14 deletions fgd/point/asw/asw_drone_uber.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,20 +4,6 @@
studio("models/swarm/drone/uberdrone.mdl")
sphere() = asw_drone_uber: "Larger, stronger version of the asw_drone"
[
sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0: "None"
1: "Waiting for threat"
2: "Waiting for PVS"
3: "Waiting for input"
]

visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." =
[
0: "No"
1: "Yes"
]

spawnflags(flags) : "spawnflags" =
[
131072: "Use Ground Checks" : 0
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3 changes: 2 additions & 1 deletion fgd/point/asw/asw_env_spark.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,8 @@
rendercolor(color255) : "Color (R G B)" : "231 194 149"
mindelay(string) : "Min Delay" : "0.15" : "The shortest delay between sparks (in seconds)."
maxdelay(string) : "Max Delay" : "1" : "The longest delay between sparks (in seconds). If the max delay is shorter than the min delay, the delay will equal the max."
magnitude(choices) : "Magnitude" : "50" : "The size of the sparks." =
magnitude[engine](integer) : "Magnitude" : 50
magnitude(choices) : "Magnitude" : 50 : "The size of the sparks." =
[
25: "Tiny"
50: "Small"
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16 changes: 1 addition & 15 deletions fgd/point/asw/asw_harvester.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,21 +3,7 @@
appliesto(ASW)
studio("models/aliens/harvester/harvester.mdl")
sphere() = asw_harvester: "Swarm Harvester"
[
sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0: "None"
1: "Waiting for threat"
2: "Waiting for PVS"
3: "Waiting for input"
]

visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." =
[
0: "No"
1: "Yes"
]

[
spawnflags(flags) : "spawnflags" =
[
131072: "Use Ground Checks" : 0
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14 changes: 0 additions & 14 deletions fgd/point/asw/asw_mortarbug.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,20 +4,6 @@
studio("models/aliens/mortar/mortar.mdl")
sphere() = asw_mortarbug: "Swarm Mortarbug"
[
sleepstate(choices) : "Sleep State" : "1" : "Holds the NPC in stasis until specified condition. See also 'Wake Radius' and 'Wake Squad'." =
[
0: "None"
1: "Waiting for threat"
2: "Waiting for PVS"
3: "Waiting for input"
]

visiblewhenasleep(choices) : "Visible when asleep" : "0" : "If true, this alien will still get drawn even when asleep (useful for aliens you see far below you)." =
[
0: "No"
1: "Yes"
]

spawnflags(flags) : "spawnflags" =
[
131072: "Use Ground Checks" : 0
Expand Down
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2 comments on commit 1a7df82

@SAP-PAS
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@SAP-PAS SAP-PAS commented on 1a7df82 Mar 4, 2020

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hello I write to ask you how to activate portals in motion in the latest version of Beemod

@TeamSpen210
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This isn't the appropriate place to discuss BEE stuff. The answer though is that I don't have plans to enable that, it's simply far too buggy.

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