Merge pull request #5 from BClark09/master
2 commits relating to trigger_bossclass and the .FGD
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commit
e9bd9ce748
2 changed files with 7 additions and 0 deletions
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@ -15,6 +15,8 @@ function ENT:AcceptInput(name, activator, caller, args)
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name = string.lower(name)
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if string.sub(name, 1, 2) == "on" then
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self:FireOutput(name, activator, caller, args)
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elseif name == "spawnboss" then
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GAMEMODE:SpawnBossZombie(false, self.Silent)
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elseif name == "seton" then
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self.On = tonumber(args) == 1
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return true
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@ -197,6 +197,7 @@
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input seton(integer) : "Set Enabled keyvalue. <boolean>"
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input setsilent(integer) : "Set Silent keyvalue. <boolean>"
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input setinstantchange(integer) : "Set Change Instantly keyvalue. <boolean>"
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input spawnboss(void) : "Spawns the boss using the zombie with the highest score"
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// Outputs
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output OnBossTouched(void) : "Set when a boss starts touching the brush. Is not fired when a zombie becomes a boss in this volume."
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]
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@ -413,6 +414,10 @@
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]
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amount(integer) : "Amount" : 0 : "Amount of ammo that collecting this item gives"
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]
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@PointClass studio("models/weapons/w_irifle.mdl") base(Targetname, Angles) = prop_weapon : "ZS: Game Specific Weapon."
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[
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weapontype(string) : "weapon_type" : "weapon_zs_m4" : "Weapon type this entity becomes"
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]
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@PointClass base(Targetname) sphere( range ) = point_worldhint : "ZS: Allows you to create 3D hints and information tags."
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[
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