Added keys and new inputs to logic_winlose in FGD

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Ben 2014-12-10 01:58:20 +00:00
parent e0604b8fb8
commit e85738f7d2

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@ -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 // // 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 // // 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." @PointClass base(Targetname) = logic_winlose : "ZS: When activated, this will end the round immediately, with the specified outcome."
[ [
// Inputs // Keys
input win(void) : "Humans win the game, map over." endslowmo(choices) : "Enable Slow Motion Effect?" : 1 : "Enables or disables the slow motion effect at the end of the round." =
input lose(void) : "Humans lose the game, map over." [
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 // Outputs
output onwin(void) : "Called when humans win 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." 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." @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" 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" = zsmessagemode(choices) : "Point_zsmessage Method" : 0 : "If using a point_zsmessage, select the method of display with this key" =
[ [
"0" : "Centred HUD Message" 0 : "Centred HUD Message"
"1" : "Corner Human HUD Message" 1 : "Corner Human HUD Message"
"2" : "Corner Zombie 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." 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." string02(string) : "String 02" : "" : "Part 02 of the full string, there can be up to 99 of these."