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Counter-Strike: Source FGD
Added by...
Xblah
Author(s): Raeven0

Added by Xblah .
Added: 1 year ago
// Counter-Strike: Source FGD file
// Based on Valve's base.fgd and cstrike.fgd
//
// ******************************
//
// Raeven0 (Raeven0@gmail.com), Jun 06, 1.0.8b
//
// * Quickly added a readonly MoveSpeed() to ropes so that Hammer will render them
//
// ______________________________
//
// Joint project - Dec 05 - 1.0.8
// Groundflyer (jaxon_groundflyer@hotmail.com)
// Raeven0 (Raeven0@editlife.net)
//
// * After much testing, commented out scripted_target, scripted_sentence, cycler_actor, and generic_actor -- this leaves monster_generic and scripted_sequence for all scripted behaviour
// * Also removed vgui_screen
// * Removed all triggers' Pushables flag (it only works for func_pushable, which is not in any FGD and is pointless anyway)
// * Added avilable soundscapes to env_soundscape
// * Added _minlight key to worldspawn
// * Added Parentname base to phys_thruster and phys_torque (thanks, AberantObscurity)
// * Added HDR and other light keys, new areaportal keys, and the rest of Valve's new engine changes (the ones I could find)
// * Added ammo keys to weapons
// * Added body(integer) and SetBodyGroup(integer) to Studiomodel base; removed these from all children of Studiomodel
// * Added Parentname and Studiomodel bases to monster_generic, generic_actor, and cycler_actor
// * Added three new flags to env_blood
// * Changed spawn points to match Valve's new model names
// * Changed all studio() to studioprop() so that model bounding boxes follow the rotated model
// * Implemented func_wall, func_illusionary, func_wall_toggle, info_teleport_destination, and trigger_once at the end of the FGD for people bent on using them
// * Improved entity documentations
// * Improved prop_door_rotating (thanks, Mr. Wisecarver)
//
// ______________________________
//
// Joint project - Jul 05 - 1.0.7
// Groundflyer (jaxon_groundflyer@hotmail.com)
// Raeven0 (Raeven0@editlife.net)
//
// * Removed the following nonfunctional entities: InputFilter base; KeyFrame base; all node entities and bases; env_credits; path_corner_crash; player_loadsaved
// * Commented out the following iffy or nonfunctional entities: ai_battle_line; ai_changehintgroup; ai_goal_assault; ai_goal_follow;
// ai_goal_lead; ai_goal_lead_weapon; ai_goal_standoff; ai_script_conditions; ai_sound; ai_speechfilter; aiscripted_schedule;
// assault_assaultpoint; assault_rallypoint; func_vehicleclip; logic_choreographed_scene; npc_vehicledriver; prop_vehicle; prop_vehicle_driveable
// * Removed func_wall_toggle; use func_brush instead
// * Removed a redundant info_player_start entry
// * Removed unused radius from env_soundscape_proxy
// * Removed several nonfunctional properties from the BaseNPC base
// * Added game_score again (was removed when it didn't work and not reimplemented when it was fixed)
// * Added item_sodacan for cans that need I/O
// * Added the following entities: ammo_338mag; ammo_357sig; ammo_45acp; ammo_50ae; ammo_556mm_box; ammo_556mm; ammo_57mm;
// ammo_762mm; ammo_9mm; ammo_buckshot; item_nvgs; point_devshot_camera; spark_shower
// * Added the aforementioned ammo and item entities to game_player_equip
// * Added material browsers for vgui_screen's "Overlay Material" and trigger_vphysics_motion's "Particle Trail Material"
// * Added an Item base for item I/O
// * Added note that env_beverage and item_sodacan need a models/can.mdl, and added a link to Groundflyer's custom can
// * Added RenderFields inheritance to Studiomodel base as well as several other entities that needed it--
// I'm pretty sure this is going to work without problems, but obviously I can't test every single entity.
// * Added a proper flag 4 to env_fade
// * Added properties and inputs to light_environment to allow it to be dynamic
// * Added _exponent key back to light_spot since it's used by RAD
// * Added MoveLinear base for func_movelinear and func_water_analog
// * Changed SetSpeed(void) to SetSpeed(integer) in func_conveyer
// * REALLY changed spawn points to display player models (forgot it last time--oops!)
// * Corrected Negated(choices) default value in BaseFilter
// * Corrected default model and sound in physics_cannister
// * Corrected mistake of removing orientationtype(choices) property from path_track
// * Removed keyframe_rope parenting warning and added a more informative warning to the documentations of all entities that aren't reset upon newround
//
// ______________________________
//
// Joint project - May 05 - 1.0.6b
// Groundflyer (jaxon_groundflyer@hotmail.com)
// Raeven0 (Raeven0@editlife.net)
//
// * Removed or commented out the following broken or redundant entities:
// env_funnel, keyframe_track, move_keyframed
// * Removed broken flag from move_rope/keyframe_rope
// * Removed broken permission flags from info_node
// * Removed broken MaximumState(choices) property from ai_goal_follow, and put its Formation choices in order
// * Added a new base Remap for the two remap entities
// * Added a read-only error(integer) key to func_breakable_surf
// * Added choices for vehicle script files
// * Added sphere(_distance) helper to lights
// * Added func_fish_pool
// * Added developer entity "player" (it was commented out prior to this)
// * Added Alpha(integer) input in RenderFields base
// * Made the following changes to env_beam: removed broken framrate(integer) property; renamed framestart(integer)'s
// SmartEdit name; removed obsolete Toggle flag; renamed and rewrote flags and properties to be more accurate;
// changed "Amplitude" input to "Noise"
// * Made the following changes to path_track: commented out the "Fire Once" flag; made it
// draw a line to its alternate path; commented out the orientationtype(choices) property
// * Changed func_areaportal's default state to Open as this is the more useful state
// * Changed the Mover base to include a proper name for 2
// * Gave logic_collision_pair the Targetname base
// * Made env_explosion's flags easier to understand and added flag 8192
// * Re-implemented "World Space Glow" rendermode (thanks, Gobanzo_Mon)
// * Implemented most of Valve's changes (http://www.valve-erc.com/srcsdk/fgd_changes.html) from 9 Mar
// and prior after checking their validity--thanks, Valve authors
//
// ______________________________
//
// Joint project - Feb '05 - 1.0.6
// Groundflyer (jaxon_groundflyer@hotmail.com)
// Raeven0 (Raeven0@editlife.net)
//
// * Removed more nonfunctional or unneeded entities:
// BaseSpeaker base, BaseBrush base, TriggerOnce base, game_text, move_track, env_microphone, env_zoom, info_lighting_relative, trigger_once
// * Removed broken properties from cycler and added working inputs, outputs, and properties
// I am leaving the cycler entity in, at least this time. It's the worst possible
// way to place a model, but it could be useful for testing purposes with model animations,
// because you can shoot it to advance the model a frame in its animation.
// HL2 thinks a cycler is some sort of NPC.
// * Removed Angles base from keyframe_rope
// * Removed "Spawn on Break" list from breakable objects
// * Removed choosing hostage type "A,B,C,D" since the game does it randomly anyway
// * Added sphere(MaxRange) to env_microphone
// * Added note that, in CS:S, setting a keyframe_rope's parent breaks the entity
// * Added the Color(color255) input to the RenderFields base
// I'm going to *try* putting this input in that base. I hope someone tells me if it doesn't work there.
// * Added the following entities:
// ai_battle_line; ai_changehintgroup; ai_changetarget; ai_goal_assault; ai_goal_follow; ai_goal_lead;
// ai_goal_standoff; ai_script_conditions; ai_sound; aiscripted_schedule; assault_assaultpoint; assault_rallypoint;
// cycler_actor; env_detail_controller; env_gunfire; env_muzzleflash; env_terrainmorph; func_vehicleclip;
// generic_actor; logic_choreographed_scene; monster_generic; npc_vehicledriver; path_corner; path_corner_crash;
// phys_constraintsystem; player_loadsaved; player_speedmod; prop_vehicle; prop_vehicle_driveable; scripted_sentence;
// scripted_sequence; scripted_target; trigger_vphysics_motion
// * Added lowerleft, lowerright, upperleft, and upperright vectors to func_breakable_surf, to prevent Hammer calling foul on the entity
// * Added key no_decomp (a very simple decompile prevention method) to worldspawn
// * Moved Shadow base above Studiomodel base and had the latter call on the former (to save space)
// * Modified env_screenoverlay's properties to allow selection of materials with the texture browser
// * Emptied "Spawn on Break" list for breakable entities as there were no valid options
// * Changed lights a little; streamlined base calling, removed unneeded properties, such as that
// * Changed "Start constrained" to "Start asleep" in weapons, and changed all instances of "Start asleep" to "Start asleep (don't fall to ground)"
// * Changed all instances of "Inverse Mass Scale" back to "Mass Scale" (I would have sworn it was inverse...)
// * Corrected more errors in spelling, punctuation, grammar, and usage
// * Changed RenderFields base (tried to make it better reflect HL2 renderfields)
// * Changed worldspawn's default sky (the old default was buggy), its help text, and removed all bases
//
// ______________________________
//
// Raeven0 (Raeven0@editlife.net), Jan 05, version 1.0.5
//
// * Removed base FGD entirely (it's better to have one FGD per mod)
// * Removed or commented out the following nonfunctional or redundant entities:
// func_wall; func_water; func_illusionary; point_message; func_useableladder; func_ladderendpoint; game_score; game_player_team; info_ladder_dismount; info_teleport_destination
// * Removed all inputs and outputs from info_null and info_lighting (they didn't need them)
// * Removed prop_detail_base BaseClass because it wasn't needed
// * Removed obsolete flag from trigger_playermovement
// * Removed WorldBase BaseClass because it was a waste; the world's properties are now in the world itself
// * Removed a few exclusively single-player entities
// * Removed pitch/yaw/roll from env_splash
// * Removed redundant Pitch(integer) from env_sun
// * Removed the func_monitor materials from the FGD package because CS:S supports the HL2 materials
// * Commented out all physcannon properties, inputs, and outputs (there's no physcannon in CS:S!)
// * Commented out all master(string) properties of all entities. If anyone can find an entity that can actually function as a master, I'd be glad to uncomment them.
// * Commented out redundant skins in hostage_entity
// * Commented out game_weapon_manager, since it seems to crash multiplayer games...
// * Commented out func_grenade_eater because CS:S doesn't recognize it
//
// * Added an entity called "player." Any inputs sent to "player" will actually be passed to all the clients; however, having a player entity in the map crashes HL2.
// I've contacted amckern, who works with CST (Source's map compiler), to see if he can have the player entity removed automatically, to avoid HL2 crashing; until then,
// the entity will either be commented out or marked "Developer Only."
// * Added info_lighting_relative
// * Added player_weaponstrip
// * Added Targetname and Angles BaseClasses to PlayerClass base, and changed the CS spawn entities to use the new PlayerClass
// * Modified func_bomb_target, func_hostage_rescue, and func_buyzone to use the Trigger base
// * Added Parentname base to all weapons
// * Added Targetname base as well as inputs and outputs to hostage_entity
// * Added BombExplode(void) input to func_bomb_target
// * Added inputs and outputs (except OnPlayerPickup) to weapons
// * Added (and commented out) prop_physics_respawnable
// * Moved prop_physics_respawnable and prop_physics_multiplayer to be closer to prop_physics
// * Moved ignite(void) input to BasePropPhysics base instead of declaring it in the entities
// * Added Mover base to move_rope, replacing its own broken Position Interpolator property
// * Added option 2 to PositionInterpolator(choices) in the Mover base, and improved the help of that property
// * Gave func_brush a Toggle(void) input
// * Created a new base BaseDecal to save space in decals
// * Corrected filter_activator_team team numbering and added Spectator
// * Corrected problem with env_tonemap_controller SetTonemapScale input
// * Changed m_SoundName(string) to m_SoundName(sound) in point_tesla
// * Changed scale(string) and framerate(string) to scale(float) and framerate(float) in env_sprite; also, added a default value of 1 to env_sprite's scale(float)
// * Universally changed "Mass Scale" and its help to read "Inverse Mass Scale," to be more accurate
// * Gave env_sun the Targetname BaseClass
// * Gave env_steam the Targetname BaseClass
// * Plugged a few radii properties into a sphere() helper
//
// * Corrected BaseClass ordering in:
// info_projecteddecal; func_physbox; prop_ragdoll; info_node_air_hint; material_modify_control; prop_physics; prop_dynamic; func_physbox
// The BaseClasses will ideally be arranged such that the Name property is always at the top,
// followed by any classes special to the entity. I am open to suggestions as to the best way
// to arrange the BaseClasses following Targetname (such as Origin, Parentname, and Angles).
// * In order to keep the Name universally at the top, I had to create another BaseClass solely for the targetname(target_source) property. It's called NameBase and can safely be listed as the first base in all circumstances.
// * Corrected redundant BaseClass calling in the following:
// Trigger base; prop_dynamic_base base; BaseNPCMaker base; env_smokestack; func_monitor; func_physbox; logic_timer; trigger_hurt; trigger_remove
// * Improved the entity descriptions of: ambient_generic, env_fog_controller, prop_detail, sky_camera
// * Made a few corrections in spelling, punctuation, grammar, and usage
// * Modified game_player_equip weapon ordering, added the weapons' "real" names, added the Use(void) input, and corrected a problem where choosing "No" gave the weapon anyway
// * Left weapons (weapon_knife, etc.) in the FGD; even though CS tries to remove them, they can be spawned with a point_template
// * Tried to apply some sort of good organization to my comments; failed miserably
//
// ------------------------------
//
// TAz00, version 1.0.2
//
// * Added point_camera
// * Added Func_monitor
// * Added materials for the monitors
//
// ------------------------------
//
// TAz00, version 1.0.1
//
// * Added a new flag to the weapons, "Start Constrained"
// * Added a new output for weapons, "OnPlayerPickup"
//
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Feedback (8)
pastperfeckt .
BananiteY2M
Posted 4 months ago
It doesnt work for me :(
i've put the .fgd in the ep1/bin.
do i have to do smth. else?
- Bananite
rapier992 .
BananiteY2M
Posted 4 months ago
Notes: very very useful :D
- Bananite
Spoz .
deathrun.netY2M
Posted 4 months ago
I use this one and it works perfectly :]
- deathrun.net
-s0lid .
StnaY2M
Posted 10 months ago
Pros: Perfect!
Notes: I like it! This is the only and the best
- Stna
Xblah .
Level DesignsY2M
Posted 12 months ago
Posted by gangstakill

Good i just been reading some and this will make my mapping way easier/faster
but where do i put it in?


I recomend to put in your steamapps/"steamacc"/sourcesdk/bin/ep1/bin

It's where are the fgds for Source egine (not orangebox). But you can place even in your desktop. You will just need to configure in-hammer.
.
Creator of new maptype Touch The WallY2M
Posted 12 months ago
Good i just been reading some and this will make my mapping way easier/faster
but where do i put it in?
- Creator of new maptype Touch The Wall
Xblah .
Level DesignsY2M
Posted 12 months ago
This is a .fgd file. If you are a level designer, you can use this file instead of valve's one. It has improved keys, so, for some people, it will be ten times better. For others, it will be ten times worser.
.
Creator of new maptype Touch The WallY2M
Posted 12 months ago
What i do with this?
- Creator of new maptype Touch The Wall
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Added by...
Xblah .
Level Designs
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