looking for Half-Life: Source fgd file

hot564231

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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 :( :

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?
 
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