More FGD fun. Everybody dance now!

Raeven0

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[This text is copied directly from the email I sent out to those who'd asked to be kept informed. As such, the formatting may seem strange, especially the awkward placement of newlines. I blame GMail.]

The original news post is here:
http://www.editlife.net/forums/viewtopic.php?t=243
The FGD is available here: http://www.editlife.net/files/customfgd.php

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This version is called 1.0.6b on the grounds that 1.0.7 is scheduled to
be completely rewritten to be much easier to read. However, that
doesn't mean it lacks a fair share of goodies...

CS:S now has a proper func_fish_pool, as seen in the new de_inferno.
HL2 has pre-placed grenade, tripmine, and satchel entities. Both are
now mostly synchronized with Valve's official FGDs (where Valve's
changes were justifiable); both have a "player" entity to help you in
sending inputs to players. And much more!

[link]Download the 1.0.6b FGDs now[/link]!

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I think enough time's passed since I was originally tarred and
feathered by the fanboys that I can post this one to a few communities
without worry of being beaten with sticks. Still, though, I could
always use some help getting word out (over 500 downloads of version
106... awesome!), especially in those communities that are so
mundanely arrogant that they're not worthy of my presence ;)

-Rae
 
im still hoping someone adds a "On planted" input on bomb target......
but if i got this right ...the client dosnt have to dl something if the mapper have used a special fgd?

wow! i remember that someone asked if it was possible to make the T to get the bomb before thay can bomb .. thugh thats not possible but you can make T to have to activate / press / kill / destroy something before thay can bomb with this fgd *weeeeeeeeeeeeeeee* :D

oh oh ohhh! i got an idea! to create a map like the all in one but with a controll room were you can choose if the map is going to be de or cs! :p :LOL:
 
It is most unfortunate that Valve has to code an input into the game before I can put it in the FGD :p

You could always delete all instances of weapon_c4 at round start, then place a weapon_c4 entity somewhere in the map...
 
whoa you can force T to NOT have C4 at start?? explane!! pleaaaassseeeee
 
use a weapon strip? but then they cant have pistols either, unless you use a player_equip combo and some teleporters, you can have them spawn in a dark room in the air on a weaponstrip, fall through the equip to give them the pistols, then teleport to the real spawn, but then they lose their weapons from last round too.
 
Did you know that if you send a Kill input to an entity classname, all entities with that classname will be killed? Now apply this principle to removing the C4 on round start.
 
class name? but killing all C4 whould kill the one T have to pick up right? or? :| short tutorial plz?
thanks :D
 
Don't forget that you can use a point_template to create new instances of entities.

Short tutorial...

logic_auto
output OnMapSpawn target weapon_c4 input Kill
output OnMapSpawn target c4template (a point_template with a weapon_c4 as its template) input ForceSpawn parameter [none] delay 3
 
sounds logical thanks will see if i can get it to work as i whant

edit: waaait .. this was possible even without this fgd o_O
 
btw Raeven is it possible to force one random CT to spawn if you ex. press a button or something?
 
Only if you already have a large stock of CTs in a black box outside the map. If so, you'd be able to use a logic_case to fire a trigger_teleport which, in turn, would teleport a CT from the black box into the map.
 
Then good luck finding someone to code a server-side mod for you :p
 
heh an another Q: Is there any way to add a output onBomb_Planted ? or something ? all it can do is onBombExplode....
 
It's not coded into CS:S, so it can't be in the FGD.
 
aww crap :) ... i was going to have an alarm going on when bomb was planted and a voice counting down from 10
 
sorry for dubble post and lots of other stuff .. but im getting annoyed by this: this fgd dosnt have a teleport destination + the CT / T models when creating a CT/T spawn point...
 
As illustrated in the trigger_teleport's "Remote Destination" documentation, info_target is the entity to use for a destination.

I was informed that it doesn't have the CT and T models, and though I would've sworn I had added them, I'll just have to include them next time around. I have a lot of entities to add render modes to anyway.
 
It's obsolete. I won't support obsolete things.
 
Info_teleport_destination is obsolete.

"Obsolete" means "replaced by something better" or "in disuse."

(Didn't know whether you were asking what is it that's obsolete or what does obsolete mean ;))
 
what it mean ^^ im not english so :p well thanks now i know that i got to use a target instead of that !
 
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