shlt.fgd 3.4 KB

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  1. // phlt_copy_brush information, from the official release thread,
  2. // ( http://www.svencoop.com/forums/showthread.php?t=36733 ) :
  3. // Added a new point entity, phlt_copy_brush, which allows to change
  4. // its classname to any you want upon map compilation, e.g. func_wall,
  5. // and then take the model/appearance of an existing unique brush entity
  6. // by targetname. With this, you can, for example, make many clones of
  7. // some prefab you are using a lot, without furtherly approaching map
  8. // limits. Any additional keyvalues added with SmartEdit disabled will
  9. // be kept, allowing for perfect copies which are indistinguishable from
  10. // the original in appearance and function. It is adviced, that the entity
  11. // which's appearance you are copying over possesses an origin brush. If
  12. // you want to rotate the copy, have the new classname be func_rotating.
  13. // Func_walls are blind for angles. Furthermore, note that some entities
  14. // will cause massive errors when having an origin brush, e.g. func_water.
  15. // For such cases, look at the offset of the original entity to where
  16. // the copy is supposed to be, and offset the phlt_copy_brush entity that
  17. // much from the origin of the coordinate system (0, 0, 0). Also, note
  18. // that the copies will look exactly as the original, including its
  19. // lighting and decals placed on it, no matter whether from map start or
  20. // while the map is running (bullet holes, sprays, blood, etc.), and that
  21. // the copies cannot emit texturelights.
  22. @PointClass size(-4 -4 -4, 4 4 4) color(96 240 16) = phlt_copy_brush : "Copies models from other entities"
  23. [
  24. spawnflags(flags) =
  25. [
  26. 1 : "Bit #1 (1)" : 0
  27. 2 : "Bit #2 (2)" : 0
  28. 4 : "Bit #3 (4)" : 0
  29. 8 : "Bit #4 (8)" : 0
  30. 16 : "Bit #5 (16)" : 0
  31. 32 : "Bit #6 (32)" : 0
  32. 64 : "Bit #7 (64)" : 0
  33. 128 : "Bit #8 (128)" : 0
  34. 256 : "Bit #9 (256)" : 0
  35. 512 : "Bit #10 (512)" : 0
  36. 1024 : "Bit #11 (1024)" : 0
  37. 2048 : "Bit #12 (2048)" : 0
  38. 4096 : "Bit #13 (4096)" : 0
  39. 8192 : "Bit #14 (8192)" : 0
  40. 16384 : "Bit #15 (16384)" : 0
  41. 32768 : "Bit #16 (32768)" : 0
  42. 65536 : "Bit #17 (65536)" : 0
  43. 131072 : "Bit #18 (131072)" : 0
  44. 262144 : "Bit #19 (262144)" : 0
  45. 524288 : "Bit #20 (524288)" : 0
  46. 1048576 : "Bit #21 (1048576)" : 0
  47. 2097152 : "Bit #22 (2097152)" : 0
  48. 4194304 : "Bit #23 (4194304)" : 0
  49. 8388608 : "Bit #24 (8388608)" : 0
  50. ]
  51. phlt_cpm_target(string) : "PHLT Copy Target"
  52. phlt_cpm_class(string) : "PHLT New Classname" : "func_rotating"
  53. targetname(target_source) : "Name"
  54. target(target_destination) : "Target"
  55. angles(string) : "Pitch Yaw Roll (X Z Y)" : "0 0 0"
  56. ]
  57. // shlt_entity_wildcard information, from the official release thread,
  58. // ( http://www.svencoop.com/forums/showthread.php?t=36733 ) :
  59. // This entity, upon compile, emits "wildcard_amount" - 1 info_targets,
  60. // and morphs this shlt_entity_wildcard into a trigger_auto, which
  61. // killtargets the emitted info_targets "delay" seconds after map start
  62. // and also removes itself.
  63. // The purpose of this is to prevent a crash from too many entities in
  64. // the middle of the map. Instead, the server would crash on map load,
  65. // and prevent frustration among players from a crash in the middle of play.
  66. @PointClass size(-24 -24 -24, 24 24 24) color(32 96 255) = shlt_entity_wildcard : "Edicts-Wildcard"
  67. [
  68. killtarget(string) : "Wildcard name" : "shlt_wildcards"
  69. wildcard_amount(integer) : "Wildcard size (Entities) (>=1)" : 50
  70. delay(string) : "Delay before removal (>=0.5)" : "1.0"
  71. ]