diff --git a/gamemodes/zombiesurvival/zombiesurvival.fgd b/gamemodes/zombiesurvival/zombiesurvival.fgd index f020b02..84cf2ca 100644 --- a/gamemodes/zombiesurvival/zombiesurvival.fgd +++ b/gamemodes/zombiesurvival/zombiesurvival.fgd @@ -1,5 +1,5 @@ ////////////////////////////////////////////////////////////////////////////////// -// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (30th November 2014) // +// NoXiousNet Zombie Survival FGD - Last Edit by Benjy (9th December 2014) // // If there are any bugs with this file, or any additions that need to be made // // make a post at: http://www.noxiousnet.com/forums/index.php?topic=14910 // ////////////////////////////////////////////////////////////////////////////////// @@ -491,13 +491,32 @@ @PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome." [ - // Inputs - input win(void) : "Humans win the game, map over." - input lose(void) : "Humans lose the game, map over." + // Keys + endslowmo(choices) : "Enable Slow Motion Effect?" : 1 : "Enables or disables the slow motion effect at the end of the round." = + [ + 0 : "No" + 1 : "Yes" + ] + endcamera(choices) : "Enable Custom Camera?" : 0 : "Enables or disables an end round camera." = + [ + 0 : "No" + 1 : "Yes" + ] + endcamerapos(vector) : "Custom Camera Vector" : "" : "Sets the position of the end round camera." + winmusic(sound) : "Win Music" : "default" : "The music that plays when the human team have won the round. 'default' for normal function" + losemusic(sound) : "Lose Music" : "default" : "The music that plays when the human team have lost the round. 'default' for normal function" + // Inputs + input win(void) : "Humans win the game, map over." + input lose(void) : "Humans lose the game, map over." + input setendslomo(integer) : "Enables or disables the slow motion effect at the end of the round." + input setendcamera(integer) : "Enables or disables an end round camera." + input setendcamerapos(vector) : "Sets the vector for where the end round camera should go to." + input setwinmusic(string) : "The music that plays when the human team have won the round. 'default' for normal function." + input setlosemusic(string) : "The music that plays when the human team have lost the round. 'default' for normal function." // Outputs - output onwin(void) : "Called when humans win even if not by this entity." - output onlose(void) : "Called when humans lose even if not by this entity." + output onwin(void) : "Called when humans win even if not by this entity." + output onlose(void) : "Called when humans lose even if not by this entity." ] @PointClass base(Targetname) = logic_infliction : "ZS: Watches for the specified infliction level." @@ -561,9 +580,9 @@ 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" zsmessagemode(choices) : "Point_zsmessage Method" : 0 : "If using a point_zsmessage, select the method of display with this key" = [ - "0" : "Centred HUD Message" - "1" : "Corner Human HUD Message" - "2" : "Corner Zombie HUD Message" + 0 : "Centred HUD Message" + 1 : "Corner Human HUD Message" + 2 : "Corner Zombie HUD Message" ] string01(string) : "String 01" : "" : "Part 01 of the full string, there can be up to 99 of these." string02(string) : "String 02" : "" : "Part 02 of the full string, there can be up to 99 of these."