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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)." | ||
] |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -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." | ||
[ | ||
] |
1 change: 0 additions & 1 deletion
1
fgd/point/info/info_overlay_accessor.fgd → fgd/engine/info_overlay_accessor.fgd
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1a7df82
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hello I write to ask you how to activate portals in motion in the latest version of Beemod
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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.