//------------------------------------------------------------------------------ // Torque game definition file (.fgd) Version 1.0 // for Worldcraft 3.+ and the Torque engine //------------------------------------------------------------------------------ // worldspawn //------------------------------------------------------------------------------ @SolidClass = worldspawn : "World entity" [ detail_number(integer) : "Shape's detail index" : 0 min_pixels(integer) : "Minimum pixels for detail" : 250 geometry_scale(string) : "Geometry scale" : "32.0" light_geometry_scale(string) : "Lighting scale (must be a power of 2)" : "32.0" ambient_color(color255) : "Ambient color" : "0 0 0" emergency_ambient_color(color255) : "Emergency ambient color" : "0 0 0" ] @SolidClass = sgLightingScaleEntity : "Synapse Gaming Lighting Scale Entity" [ light_geometry_scale(string) : "Lighting scale (must be a power of 2)" : "32.0" self_illumination_color(color255) : "Self-Illumination Color" : "0 0 0" ] // -------------------------------------- // special classes // -------------------------------------- @SolidClass = detail : "Detail Brush Entity" [ ] @SolidClass = collision : "Collision Brush Entity" [ ] @SolidClass = vehicle_collision : "Vehicle Collision Brush Entity" [ ] @SolidClass = portal : "Portal Brush Entity" [ ambient_light(choices) : "Ambient Light" : 0 = [ 0 : "Does not pass through" 1 : "Passes through" ] ] @PointClass = MirrorSurface : "Mirror Surface Entity" [ alpha_level(Choices) : "Translucency" : 0 = [ 0 : "Fully Mirrored" 1 : "Barely there" 2 : "Very Translucent" 3 : "Half-and-Half" 4 : "Muddy Pond" 5 : "Don't shave with this" 6 : "Use texture's alpha channel" ] ] //------------------------------------------------------------------------------ // BaseClasses //------------------------------------------------------------------------------ @BaseClass = Targetname [ name(target_source) : "Name" ] @BaseClass = Target [ target(target_destination) : "Target" ] //------------------------------------------------------------------------------ @BaseClass = LightAnimFlags [ spawnflags(Flags) = [ 1 : "Auto start" : 1 2 : "Loop to end frame" : 1 4 : "Random frame" : 0 ] ] @BaseClass = LightAnimSpeed [ speed(choices) : "Speed" : 2 = [ 0: "Very slow" 1: "Slow" 2: "Normal" 3: "Fast" 4: "Very fast" ] ] @BaseClass = LightFalloffs [ ] //------------------------------------------------------------------------------ // PointClasses - our entities //------------------------------------------------------------------------------ @PointClass base(Targetname) = target : "Target" [] @PointClass base(TargetName, LightAnimFlags) = light : "Light" [ name(target_source) : "Name" state0_duration(string) : "State0 duration" : "1.0" state0_color(color255) : "State0 color (R G B)" : "255 255 255" ] //------------------------------------------------------------------------------ @PointClass base(Target) = light_emitter_point : "Point emitter" [ state_index(integer) : "State index" : 0 falloff_type(choices) : "Falloff type" : 1 = [ 0 : "Distance" 1 : "Linear" ] falloff1(integer) : "Falloff1" : 10 falloff2(integer) : "Falloff2" : 100 falloff3(integer) : "Falloff3" : 0 ] //------------------------------------------------------------------------------ @PointClass base(light_emitter_point) = light_emitter_spot : "Spot emitter" [ direction(string) : "Direction" : "0 0 -1" theta(string) : "Inner angle" : "0.2" phi(string) : "Outer angle" : "0.4" ] //------------------------------------------------------------------------------ // Stock static lights... //------------------------------------------------------------------------------ @PointClass = light_omni : "Omni Light" [ color(color255) : "Color (R G B)" : "255 255 255" alarm_type(choices) : "Alarm Type" : 0 = [ 0 : "Normal only" 1 : "Alarm only" 2 : "Both Alarm and Normal" ] falloff1(integer) : "Falloff1" : 10 falloff2(integer) : "Falloff2" : 100 ] @PointClass base(Target) = light_spot : "Spot Light" [ color(color255) : "Color (R G B)" : "255 255 255" alarm_type(choices) : "Alarm Type" : 0 = [ 0 : "Normal only" 1 : "Alarm only" 2 : "Both Alarm and Normal" ] falloff1(integer) : "Falloff1" : 10 falloff2(integer) : "Falloff2" : 100 distance1(integer) : "Inner distance" : 10 distance2(integer) : "Outer distance" : 100 ] //------------------------------------------------------------------------------ // Animated lights... //------------------------------------------------------------------------------ @PointClass base(Targetname, LightAnimSpeed, LightAnimFlags) = light_strobe : "Strobe Light" [ spawnflags(Flags) = [ 1 : "Auto start" : 1 ] alarm_type(choices) : "Alarm Type" : 0 = [ 0 : "Normal only" 1 : "Alarm only" ] color1(color255) : "Color1 (R G B)" : "255 255 255" color2(color255) : "Color2 (R G B)" : "0 0 0" falloff1(integer) : "Falloff1" : 10 falloff2(integer) : "Falloff2" : 100 ] @PointClass base(Targetname, LightAnimSpeed) = light_pulse : "Pulse Light" [ spawnflags(Flags) = [ 1 : "Auto start" : 1 ] alarm_type(choices) : "Alarm Type" : 0 = [ 0 : "Normal only" 1 : "Alarm only" ] color1(color255) : "Color1 (R G B)" : "255 255 255" color2(color255) : "Color2 (R G B)" : "0 0 0" falloff1(integer) : "Falloff1" : 10 falloff2(integer) : "Falloff2" : 100 ] @PointClass base(Targetname) = light_pulse2 : "Prog. Pulse Light" [ spawnflags(Flags) = [ 1 : "Auto start" : 1 ] alarm_type(choices) : "Alarm Type" : 0 = [ 0 : "Normal only" 1 : "Alarm only" ] color1(color255) : "Color1 (R G B)" : "255 255 255" color2(color255) : "Color2 (R G B)" : "0 0 0" falloff1(integer) : "Falloff1" : 10 falloff2(integer) : "Falloff2" : 100 attack(string) : "Attack" : "1.0" sustain1(string) : "Sustain1" : "1.0" decay(string) : "Decay" : "1.0" sustain2(string) : "Sustain2" : "1.0" ] @PointClass base(Targetname, LightAnimSpeed) = light_flicker : "Flicker Light" [ spawnflags(Flags) = [ 1 : "Auto start" : 1 ] alarm_type(choices) : "Alarm Type" : 0 = [ 0 : "Normal only" 1 : "Alarm only" ] color1(color255) : "Color1 (R G B)" : "255 255 255" color2(color255) : "Color2 (R G B)" : "0 0 0" color3(color255) : "Color3 (R G B)" : "0 0 0" color4(color255) : "Color4 (R G B)" : "0 0 0" color5(color255) : "Color5 (R G B)" : "0 0 0" falloff1(integer) : "Falloff1" : 10 falloff2(integer) : "Falloff2" : 100 ] @PointClass base(Targetname, Target, LightAnimSpeed) = light_runway : "Runway Light" [ color(color255) : "Color (R G B)" : "255 255 255" spawnflags(Flags) = [ 1 : "Auto start" : 1 ] alarm_type(choices) : "Alarm Type" : 0 = [ 0 : "Normal only" 1 : "Alarm only" ] pingpong(choices) : "Ping pong?" : 0 = [ 0 : "No" 1 : "Yes" ] steps(integer) : "Steps" : 0 falloff1(integer) : "Falloff1" : 10 falloff2(integer) : "Falloff2" : 100 ] // -------------------------------------------------------------------------- // Triggers, etc... // -------------------------------------------------------------------------- @SolidClass = trigger : "Trigger Entity" [ name(string) : "Trigger Name" : "MustChange" ] // -------------------------------------------------------------------------- // Doors, elevators, etc... // -------------------------------------------------------------------------- @SolidClass = Door_Elevator : "Door or Elevator" [ name(string) : "Name" : "MustChange" path_name(string) : "Path subscription" : "" trigger0_name(string) : "Trigger 0" : "" trigger1_name(string) : "Trigger 1" : "" trigger2_name(string) : "Trigger 2" : "" trigger3_name(string) : "Trigger 3" : "" trigger4_name(string) : "Trigger 4" : "" trigger5_name(string) : "Trigger 5" : "" trigger6_name(string) : "Trigger 6" : "" trigger7_name(string) : "Trigger 7" : "" ] @SolidClass = Force_Field : "Force Field" [ name(string) : "Name" : "MustChange" color(color255) : "Field color" : "125 216 232" trigger0_name(string) : "Trigger 0" : "" trigger1_name(string) : "Trigger 1" : "" trigger2_name(string) : "Trigger 2" : "" trigger3_name(string) : "Trigger 3" : "" trigger4_name(string) : "Trigger 4" : "" trigger5_name(string) : "Trigger 5" : "" trigger6_name(string) : "Trigger 6" : "" trigger7_name(string) : "Trigger 7" : "" ] // -------------------------------------------------------------------------- // Paths, etc... // -------------------------------------------------------------------------- @PointClass = path_node : "Path Node" [ name(target_source) : "Name" next_node(target_destination) : "Next Node" next_time(integer) : "MS to next node" : 1000 ] @PointClass = path_start : "Path Start" [ name(target_source) : "Name" next_node(target_destination) : "Next Node" next_time(integer) : "MS to next node" : 1000 ] // -------------------------------------------------------------------------- // Triggers, etc... // -------------------------------------------------------------------------- //@SolidClass = Volume_Trigger : "Volume Trigger" //[ // team_only(choices) : "Team Activated" : 0 = // [ // 0 : "No" // 1 : "Yes" // ] // trigger_name(string) : "Trigger Name" : "" //] // -------------------------------------------------------------------------- // AI Special Node - for chutes and special interior cases for Bots // -------------------------------------------------------------------------- @PointClass = ai_special_node : "AI Special Node" [ name(target_source) : "Name" ]