Added keys and new inputs to logic_winlose in FGD
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1 changed files with 28 additions and 9 deletions
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//////////////////////////////////////////////////////////////////////////////////
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// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (30th November 2014) //
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// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (9th December 2014) //
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// If there are any bugs with this file, or any additions that need to be made //
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// make a post at: http://www.noxiousnet.com/forums/index.php?topic=14910 //
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//////////////////////////////////////////////////////////////////////////////////
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@ -491,13 +491,32 @@
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@PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome."
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[
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// Inputs
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input win(void) : "Humans win the game, map over."
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input lose(void) : "Humans lose the game, map over."
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// Keys
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endslowmo(choices) : "Enable Slow Motion Effect?" : 1 : "Enables or disables the slow motion effect at the end of the round." =
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[
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0 : "No"
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1 : "Yes"
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]
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endcamera(choices) : "Enable Custom Camera?" : 0 : "Enables or disables an end round camera." =
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[
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0 : "No"
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1 : "Yes"
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]
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endcamerapos(vector) : "Custom Camera Vector" : "" : "Sets the position of the end round camera."
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winmusic(sound) : "Win Music" : "default" : "The music that plays when the human team have won the round. 'default' for normal function"
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losemusic(sound) : "Lose Music" : "default" : "The music that plays when the human team have lost the round. 'default' for normal function"
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// Inputs
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input win(void) : "Humans win the game, map over."
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input lose(void) : "Humans lose the game, map over."
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input setendslomo(integer) : "Enables or disables the slow motion effect at the end of the round."
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input setendcamera(integer) : "Enables or disables an end round camera."
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input setendcamerapos(vector) : "Sets the vector for where the end round camera should go to."
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input setwinmusic(string) : "The music that plays when the human team have won the round. 'default' for normal function."
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input setlosemusic(string) : "The music that plays when the human team have lost the round. 'default' for normal function."
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// Outputs
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output onwin(void) : "Called when humans win even if not by this entity."
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output onlose(void) : "Called when humans lose even if not by this entity."
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output onwin(void) : "Called when humans win even if not by this entity."
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output onlose(void) : "Called when humans lose even if not by this entity."
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]
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@PointClass base(Targetname) = logic_infliction : "ZS: Watches for the specified infliction level."
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@ -561,9 +580,9 @@
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displayentity(target_destination) : "Target Messaging Entity" : "" : "The entity used to display the message, can be a targetname of a class game_text, point_worldhint or point_zsmessage"
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zsmessagemode(choices) : "Point_zsmessage Method" : 0 : "If using a point_zsmessage, select the method of display with this key" =
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[
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"0" : "Centred HUD Message"
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"1" : "Corner Human HUD Message"
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"2" : "Corner Zombie HUD Message"
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0 : "Centred HUD Message"
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1 : "Corner Human HUD Message"
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2 : "Corner Zombie HUD Message"
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]
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string01(string) : "String 01" : "" : "Part 01 of the full string, there can be up to 99 of these."
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string02(string) : "String 02" : "" : "Part 02 of the full string, there can be up to 99 of these."
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