hot564231
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- Jun 25, 2005
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Hi i'm looking for a FGD for Half-Life: Source, i've looked on Google but no luck, has anyone made a custom FGD i could use?
i tryed this but it doen't want to work for me :
can anyone help?
i tryed this but it doen't want to work for me :
Code:
//
//
// Half-Life Source FGD Version 1.0
// Made By Frostbite (FrostbiteX on Steampowered forums)
// This is For Making New Levels For Half-Life Source With Hammer :) Have Fun
//
//
//
// monsters
//
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_alien_controller : "Controller"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-32 -32 0, 32 32 64) = monster_alien_grunt : "Alien Grunt"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_alien_slave : "Vortigaunt"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
64 : "IgnorePlayer" : 0
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-360 -360 -172, 360 360 8) = monster_apache : "Apache"
[
spawnflags(Flags) =
[
8 : "NoWreckage" : 0
64 : "Start Inactive" : 0
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 36) = monster_babycrab : "Baby Headcrab"
[
model(studio) : "model"
]
@NPCClass base(RenderFields) size(-16 -16 -36, 16 16 0) = monster_barnacle : "Barnacle Monster"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) studio("models/Barney.mdl") = monster_barney : "Barney"
[
model(studio) : "model"
]
@NPCClass base(RenderFields,Appearflags, Angles) size(-16 -16 0, 16 16 72) = monster_barney_dead : "Dead Barney"
[
model(studio) : "model"
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On side"
2 : "On stomach"
]
]
@NPCClass base(BaseNPC) size(-95 -95 0, 95 95 190) = monster_bigmomma : "Big Mamma"
[
netname(string) : "First node" : ""
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_bloater : "Bloater"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-32 -32 0, 32 32 64) = monster_bullchicken : "BullChicken"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-3 -3 0, 3 3 3) = monster_cockroach : "Cockroach"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 16) = monster_flyer_flock : "Flock of Flyers"
[
iFlockSize(Integer) : "Flock Size" : 8
flFlockRadius(Integer) : "Flock Radius" : 128
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_furniture : "Monster Furniture"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-32 -32 0, 32 32 128) = monster_gargantua : "Gargantua"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC, RenderFields) size(-16 -16 -36, 16 16 36) = monster_generic : "Generic Script Monster"
[
spawnflags(Flags) =
[
4 : "Not solid" : 0
]
model(studio) : "model"
body(Integer) : "Body" : 0
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_gman : "G-Man"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_grunt_repel : "Human Grunt (Repel)"
[
model(studio) : "model"
]
@NPCClass base(Weapon, Targetx, RenderFields) = monster_handgrenade : "Live Handgrenade"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 36) = monster_headcrab : "Head Crab"
[
model(studio) : "model"
]
@NPCClass base(Appearflags,RenderFields, Angles) size(-16 -16 0, 16 16 72) = monster_hevsuit_dead : "Dead HEV Suit"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "Seated"
2 : "On stomach"
3 : "On Table"
]
model(studio) : "model"
]
@NPCClass base(Appearflags,RenderFields, Angles) size(-16 -16 0, 16 16 72) = monster_hgrunt_dead : "Dead Human Grunt"
[
pose(Choices) : "Pose" : 0 =
[
0 : "On stomach"
1 : "On side"
2 : "Seated"
]
body(Choices) : "Body" : 0 =
[
0 : "Grunt with Gun"
1 : "Commander with Gun"
2 : "Grunt no Gun"
3 : "Commander no Gun"
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 36) = monster_houndeye : "Houndeye"
[
netname(string) : "Squad Name"
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_human_assassin : "Human Assassin"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_human_grunt : "Human Grunt (camo)"
[
spawnflags(Flags) =
[
32 : "SquadLeader" : 0
]
netname(string) : "Squad Name"
weapons(Choices) : "Weapons" : 1 =
[
1 : "9mmAR"
3 : "9mmAR + HG"
5 : "9mmAR + GL"
8 : "Shotgun"
10 : "Shotgun + HG"
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-32 -32 0, 32 32 64) = monster_ichthyosaur : "Ichthyosaur"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-6 -6 0, 6 6 6) = monster_leech : "Leech"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 -32, 16 16 32) = monster_miniturret : "Mini Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-192 -192 0, 192 192 384) = monster_nihilanth : "Nihilanth"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-480 -480 -112, 480 480 24) = monster_osprey : "Osprey"
[
spawnflags(Flags) =
[
64 : "Start Inactive" : 0
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-6 -6 0, 6 6 6) = monster_rat : "Rat (no ai?)"
[
model(studio) : "model"
]
@NPCClass base(Weapon,Targetx,RenderFields) = monster_satchelcharge : "Live Satchel Charge"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC, TalkNPC) size(-16 -16 0, 16 16 72) = monster_scientist : "Scared Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
model(studio) : "model"
]
@NPCClass base(Appearflags,RenderFields, Angles) size(-16 -16 0, 16 16 72) = monster_scientist_dead : "Dead Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
pose(Choices) : "Pose" : 0 =
[
0 : "On back"
1 : "On Stomach"
2 : "Sitting"
3 : "Hanging"
4 : "Table1"
5 : "Table2"
6 : "Table3"
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-14 -14 22, 14 14 72) = monster_sitting_scientist : "Sitting Scientist"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "Glasses"
1 : "Einstein"
2 : "Luther"
3 : "Slick"
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_sentry : "Sentry Turret Gun"
[
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 36) = monster_snark : "Armed Snark"
[
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-32 -32 0, 32 32 64) = monster_tentacle : "Tentacle Arm"
[
sweeparc(integer) : "Sweep Arc" : 130
sound(Choices) : "Tap Sound" : -1 =
[
-1 : "None"
0 : "Silo"
1 : "Dirt"
2 : "Water"
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) = monster_tripmine : "Active Tripmine"
[
spawnflags(Flags) =
[
1 : "Instant On" : 1
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-32 -32 -32, 32 32 32) = monster_turret : "Auto Turret"
[
orientation(Choices) : "Orientation" : 0 =
[
0 : "Floor Mount"
1 : "Ceiling Mount"
]
spawnflags(Flags) =
[
32 : "Autostart" : 0
64 : "Start Inactive" : 0
]
model(studio) : "model"
]
@NPCClass base(BaseNPC) size(-16 -16 0, 16 16 72) = monster_zombie : "Scientist Zombie"
[
model(studio) : "model"
]
@NPCClass base(Targetname, Angles) size(-16 -16 -16, 16 16 16) = monstermaker : "Monster Maker"
[
target(string) : "Target On Release"
monstertype(string) : "Monster Type"
netname(string) : "Childrens' Name"
spawnflags(Flags) =
[
1 : "Start ON" : 0
// 2 : "PVS On/Off" : 0 // not implemented
4 : "Cyclic" : 0
8 : "MonsterClip" : 0
]
// how many monsters the monstermaker can create (-1 = unlimited)
monstercount(integer) : "Number of Monsters" : -1
// if delay is -1, new monster will be made when last monster dies.
// else, delay is how often (seconds) a new monster will be dookied out.
delay(string) : "Frequency" : "5"
// maximum number of live children allowed at one time. (New ones will not be made until one dies)
// -1 no limit
m_imaxlivechildren(integer) : "Max live children" : 5
]
//
// weapons
//
@PointClass base(Weapon, Targetx) = weapon_crowbar : "Crowbar"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_9mmhandgun : "9mm Handgun"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_357 : "357 Handgun"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_9mmAR : "9mm Assault Rifle"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_shotgun : "Shotgun"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_rpg : "RPG"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_gauss : "Gauss Gun"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_crossbow : "Crossbow"
[
sequence(choices) : "Placement" : 0 =
[
0 : "Normal (flat)"
1 : "Realistic (tilted)"
]
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_egon : "Egon Gun"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) size(-16 -16 -5, 16 16 27) = weapon_tripmine : "Tripmine Ammo"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_satchel : "Satchel Charge Ammo"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_handgrenade : "Handgrenade Ammo"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_snark : "Squeak Grenade"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = weapon_hornetgun : "Hornet Gun"
[
model(studio) : "model"
]
@PointClass size(-16 -16 0, 16 16 64) color(0 128 0) = weaponbox : "Weapon/Ammo Container"
[
model(studio) : "model"
]
@PointClass base(Weapon, Targetx) = world_items : "World Items"
[
type(choices) :"types" : 42 =
[
42: "Antidote"
43: "Security Card"
44: "Battery"
45: "Suit"
]
]
//
// Xen
//
@PointClass base(Target, Targetname, RenderFields, Angles) size(-48 -48 0, 48 48 32 ) = xen_plantlight : "Xen Plant Light"
[
model(studio) : "model"
]
@PointClass base(Targetname, RenderFields, Angles) size(-8 -8 0, 8 8 32 ) = xen_hair : "Xen Hair"
[
spawnflags(Flags) =
[
1 : "Sync Movement" : 0
]
]
@PointClass base(Targetname, RenderFields, Angles) size(-24 -24 0, 24 24 188 ) = xen_tree : "Xen Tree"
[
model(studio) : "model"
]
@PointClass base(Targetname, RenderFields, Angles) size(-16 -16 0, 16 16 64 ) = xen_spore_small : "Xen Spore (small)"
[
model(studio) : "model"
]
@PointClass base(Targetname, RenderFields, Angles) size(-40 -40 0, 40 40 120 ) = xen_spore_medium : "Xen Spore (medium)"
[
model(studio) : "model"
]
@PointClass base(Targetname, RenderFields, Angles) size(-90 -90 0, 90 90 220 ) = xen_spore_large : "Xen Spore (large)"
[
model(studio) : "model"
]
can anyone help?