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npc_transition.fgd
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@PointClass = info_landmark : "Transition Landmark"
[
targetname(target_source) : "Name"
target(target_destination) : "Target on Spawn"
message(target_destination) : "Spawn successful Target"
netname(target_destination) : "Spawn failed Target"
health(integer) : "Entity transition limit"
]
@PointClass color(20 100 255) = env_transition : "Env Transition"
[
targetname(target_source) : "Name"
target(target_destination) : "Target"
message(string) : "Target in next map"
netname(target_destination) : "Transition failed Target"
nextmap(string) : "Next Map"
zoneradius(integer) : "Zone Radius"
zonecornermin(string) : "Transition Zone Min (X Y Z)" : "0 0 0"
zonecornermax(string) : "Transition Zone Max (X Y Z)" : "0 0 0"
landmark(string) : "Next map landmark position (X Y Z)"
mincount(integer) : "Minimum Monsters Required"
maxcount(integer) : "Maximum Monsters Allowed"
spawnflags(flags) =
[
1: "Start Off" : 0
2: "Trigger when Mincount Reached" : 0
4: "Include Enemies" : 0
8: "Ignore Blacklist" : 0
]
]
@SolidClass = func_transition : "Func Transition"
[
targetname(target_source) : "Name"
target(target_destination) : "Target"
message(string) : "Target in next map"
netname(target_destination) : "Transition failed target"
nextmap(string) : "Next Map"
landmark(string) : "Next map landmark position (X Y Z)"
mincount(integer) : "Minimum Monsters Required"
maxcount(integer) : "Maximum Monsters Allowed"
spawnflags(flags) =
[
1: "Start Off" : 0
2: "Trigger when Mincount Reached" : 0
4: "Include Enemies" : 0
8: "Ignore Blacklist" : 0
]
]