|
| 1 | +// Extra entities implemented in VRAD transformations. |
| 2 | +// These are removed or converted to other entities. |
| 3 | + |
| 4 | +@BaseClass = StaticTargetName: |
| 5 | + "Just used to provide names for the compiler." |
| 6 | + [ |
| 7 | + targetname(target_source) : "Name" : : "The name that other entities refer to this entity by. This may not be useable in all situations, since this entity is produced by the compiler." |
| 8 | + ] |
| 9 | + |
| 10 | +@PointClass base(Angles) studioprop() = comp_precache_model: |
| 11 | + "Force a specific model to load, for runtime switching. Duplicates will be removed." |
| 12 | + [ |
| 13 | + model(studio): "Model": : "The model to load." |
| 14 | + skin(integer): "Skin": : "Skin to show." |
| 15 | + ] |
| 16 | + |
| 17 | +@PointClass size(-8 -8 -8, 8 8 8) = comp_precache_sound: |
| 18 | + "Force a specific sound to load, for runtime switching. Duplicates will be removed. More keyvalues can be added." |
| 19 | + [ |
| 20 | + sound1(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 21 | + sound2(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 22 | + sound3(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 23 | + sound4(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 24 | + sound5(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 25 | + sound6(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 26 | + sound7(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 27 | + sound8(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 28 | + sound9(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 29 | + sound10(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript." |
| 30 | + ] |
| 31 | + |
| 32 | +@PointClass size(-8 -8 -8, 8 8 8) = comp_pack: |
| 33 | + "Explicitly identify resources to pack into the map. If more are needed, add additional keyvalues with SmartEdit off." |
| 34 | + [ |
| 35 | + generic1(string): "Generic" : : "Pack a file, starting in any of the content folders." |
| 36 | + generic2(string): "Generic" : : "Pack a file, starting in any of the content folders." |
| 37 | + generic3(string): "Generic" : : "Pack a file, starting in any of the content folders." |
| 38 | + generic4(string): "Generic" : : "Pack a file, starting in any of the content folders." |
| 39 | + generic5(string): "Generic" : : "Pack a file, starting in any of the content folders." |
| 40 | + |
| 41 | + sound1(sound): "Sound" : : "Pack a raw sound file or a game sound." |
| 42 | + sound2(sound): "Sound" : : "Pack a raw sound file or a game sound." |
| 43 | + sound3(sound): "Sound" : : "Pack a raw sound file or a game sound." |
| 44 | + sound4(sound): "Sound" : : "Pack a raw sound file or a game sound." |
| 45 | + sound5(sound): "Sound" : : "Pack a raw sound file or a game sound." |
| 46 | + |
| 47 | + model1(studio): "Model" : : "Pack a model." |
| 48 | + model2(studio): "Model" : : "Pack a model." |
| 49 | + model3(studio): "Model" : : "Pack a model." |
| 50 | + model4(studio): "Model" : : "Pack a model." |
| 51 | + model5(studio): "Model" : : "Pack a model." |
| 52 | + |
| 53 | + material1(material): "Material" : : "Pack a material." |
| 54 | + material2(material): "Material" : : "Pack a material." |
| 55 | + material3(material): "Material" : : "Pack a material." |
| 56 | + material4(material): "Material" : : "Pack a material." |
| 57 | + material5(material): "Material" : : "Pack a material." |
| 58 | + |
| 59 | + particle1(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest." |
| 60 | + particle2(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest." |
| 61 | + particle3(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest." |
| 62 | + particle4(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest." |
| 63 | + particle5(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest." |
| 64 | + |
| 65 | + soundscript1(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest." |
| 66 | + soundscript2(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest." |
| 67 | + soundscript3(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest." |
| 68 | + soundscript4(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest." |
| 69 | + soundscript5(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest." |
| 70 | + ] |
| 71 | + |
| 72 | +@PointClass size(-8 -8 -8, 8 8 8) = comp_pack_rename: |
| 73 | + "Pack a file into the BSP, under a different name than it starts with." |
| 74 | + [ |
| 75 | + filesrc(string): "Source Filename": : "Filename to read data from." |
| 76 | + filedest(string): "Destination Filename": : "Filename to pack under." |
| 77 | + filetype(choices): "File Type": "GENERIC" : "File type to record it as." = [ |
| 78 | + "GENERIC": "Generic" |
| 79 | + "SOUNDSCRIPT": "SoundScript file (add to manifest)" |
| 80 | + "PARTICLE_FILE": "Particle System (add to manifest)" |
| 81 | + "VSCRIPT_SQUIRREL": "VScript (Squirrel)" |
| 82 | + "MATERIAL": "Material" |
| 83 | + "TEXTURE": "Texture" |
| 84 | + "MODEL": "Model" |
| 85 | + ] |
| 86 | + ] |
| 87 | + |
| 88 | +@PointClass size(-8 -8 -8, 8 8 8) = comp_pack_replace_soundscript: |
| 89 | + "Replace a soundscript with a different one." |
| 90 | + [ |
| 91 | + original(string): "Original SoundScript" : : "Prevent this soundscript from being included." |
| 92 | + replacement(string): "New SoundScript" : : "Force this soundscript to be included." |
| 93 | + ] |
| 94 | + |
| 95 | +@PointClass base(StaticTargetName) iconsprite("editor/logic_relay.vmt") = comp_relay: |
| 96 | + "Simplified version of logic_relay which is able to be optimised away by the compiler."+ |
| 97 | + "" + |
| 98 | + "The various inputs and outputs are useful for bundling commands together, or using more appopriate verbs." + |
| 99 | + "Inputs only work if given directly from entities (or via instance redirection), not ingame or dynamically." |
| 100 | + [ |
| 101 | + input Trigger(void): "Trigger the relay and fire the output." |
| 102 | + |
| 103 | + input Enable(void): "Fire the OnEnabled output." |
| 104 | + input Disable(void): "Fire the OnDisabled output." |
| 105 | + |
| 106 | + output OnTrigger(void): "Fired when the input is triggered." |
| 107 | + output OnEnabled(void): "Fired when the input is enabled." |
| 108 | + output OnDisabled(void): "Fired when the input is disabled." |
| 109 | +] |
| 110 | + |
| 111 | +@PointClass base(StaticTargetName) iconsprite("editor/math_counter.vmt") = comp_calc: |
| 112 | + "Performs computations on entity values. Designed mainly for use in instances." |
| 113 | + [ |
| 114 | + val1(string): "Value 1": "" |
| 115 | + val1_type(choices): "Value 1 Type" : "int" : "Treat Value 1 as this type." = [ |
| 116 | + "none" : "Unused" |
| 117 | + "int" : "Integer" |
| 118 | + "float": "Floating-Point" |
| 119 | + "vec" : "Vector" |
| 120 | + ] |
| 121 | +] |
| 122 | + |
| 123 | +@PointClass base(StaticTargetName) iconsprite("editor/choreo_manager.vmt") = comp_choreo_sceneset: |
| 124 | + "Chains a set of choreographed scenes together." |
| 125 | +[ |
| 126 | + play_dings(boolean): "[Portal 2] Play Dings" : 1 : "Play the blip sounds at the start and end." |
| 127 | + delay(float): "Delay between each" : "0.1" : "Add a delay between each scene." |
| 128 | + only_once(boolean): "Clean up after starting" : 1 : "If set, Kill choreo scenes after starting so they only play once." + |
| 129 | + |
| 130 | + "If set, the Cancel input will not work properly." |
| 131 | + |
| 132 | + busyactor(choices) : "If an Actor is talking..." : 1 : "What to do if an actor this scene needs is already talking when this scene is told to start." = |
| 133 | + [ |
| 134 | + 0: "Start immediately" |
| 135 | + 1: "Wait for actor to finish" |
| 136 | + 2: "Interrupt at next interrupt event" |
| 137 | + 3: "Cancel at next interrupt event" |
| 138 | + ] |
| 139 | + |
| 140 | + onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" = |
| 141 | + [ |
| 142 | + 0 : "Do Nothing" |
| 143 | + 1 : "Cancel Script and return to AI" |
| 144 | + ] |
| 145 | + |
| 146 | + scene01(scene): "Scene 1" : "" |
| 147 | + scene02(scene): "Scene 2" : "" |
| 148 | + scene03(scene): "Scene 3" : "" |
| 149 | + scene04(scene): "Scene 4" : "" |
| 150 | + scene05(scene): "Scene 5" : "" |
| 151 | + scene06(scene): "Scene 6" : "" |
| 152 | + scene07(scene): "Scene 7" : "" |
| 153 | + scene08(scene): "Scene 8" : "" |
| 154 | + scene09(scene): "Scene 9" : "" |
| 155 | + scene10(scene): "Scene 10" : "" |
| 156 | + scene11(scene): "Scene 11" : "" |
| 157 | + scene12(scene): "Scene 12" : "" |
| 158 | + scene13(scene): "Scene 13" : "" |
| 159 | + scene14(scene): "Scene 14" : "" |
| 160 | + scene15(scene): "Scene 15" : "" |
| 161 | + scene16(scene): "Scene 16" : "" |
| 162 | + scene17(scene): "Scene 17" : "" |
| 163 | + scene18(scene): "Scene 18" : "" |
| 164 | + scene19(scene): "Scene 19" : "" |
| 165 | + scene20(scene): "Scene 20" : "" |
| 166 | + |
| 167 | + input Start(void): "Start the choreo sequence playing." |
| 168 | + input Cancel(void): "Stop the choreo sequence at any point." |
| 169 | + output OnStart(void): "Fired when the sequence starts." |
| 170 | + output OnFinish(void): "Fired when the sequence is complete." |
| 171 | +] |
| 172 | + |
| 173 | +@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = comp_trigger_p2_goo: |
| 174 | + "Implements Toxic Goo/Deadly Acid/Hazard Liquid." + |
| 175 | + "" + |
| 176 | + "This expands into a trigger_hurt and trigger_multiple with appropriate settings." |
| 177 | +[ |
| 178 | + |
| 179 | + failsafe_delay(float): "Failsafe delay": "1.0" : "Delay after which non-cube entities will be killed." |
| 180 | + dissolve_filter(filterclass): "Physics Filter" : : "Set to a filter entity to prevent certain entities from dissolving." |
| 181 | + |
| 182 | + output OnKillPlayer(void): "Fired when players touch the trigger." |
| 183 | + output OnDissolvePhysics(void): "Fired when physics objects touch the trigger (and will be dissolved/killed soon)." |
| 184 | +] |
| 185 | + |
| 186 | +@SolidClass base(trigger_playerteam) = comp_trigger_coop : |
| 187 | + "Only activates once both Coop players have reached the trigger." |
| 188 | +[ |
| 189 | + output OnStartTouchBoth(void) : "Both players have entered the trigger." |
| 190 | + output OnEndTouchBoth(void) : "One player left the trigger." |
| 191 | +] |
| 192 | + |
| 193 | +@BaseClass = SRCIndicator: "Adds an Indicator Name option to toggle overlays." |
| 194 | +[ |
| 195 | + indicatorname(target_destination) : "Indicator Name" : : "Set to the name of a set of info_overlays to toggle when this is activated and deactivated. The name may also point to a prop_indicator_panel, which will also be toggled appropriately." |
| 196 | +] |
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