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npc_personality_core.fgd
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57 lines (51 loc) · 2.55 KB
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@PointClass base(TalkNPC)
appliesto(SINCE_P2CE)
studioprop()
= npc_personality_core: "Aperture Science Personality Construct. Animated balls with handles."
[
modelskin[engine](integer) : "Model Skin" : 0
modelskin(choices) : "Model Skin" : 0 : "If using the 'alt' skin, this sets the eye color -- If not using the alt skin, (0 = broken) (1=normal)" =
[
0: "Blue Eye / Broken"
1: "Green Eye / Normal"
2: "Orange Eye / NA"
3: "Purple Eye / NA"
]
altmodel[engine](boolean) : "Use Alternate Skins" : 0
altmodel(choices) : "Use Alternate Skins" : 0 : "Use the model with corrupted skins, instead of the skins in the original model. " =
[
0: "No"
1: "Yes"
]
model[engine](studio) : "Model" : "models/npcs/personality_sphere/personality_sphere.mdl"
model(choices) : "[H] Model" : "models/npcs/personality_sphere/personality_sphere.mdl" : "Choose the model to show in hammer. Set to the same as Use Alternate Skins." =
[
"models/npcs/personality_sphere/personality_sphere.mdl": "Original (Wheatley)"
"models/npcs/personality_sphere/personality_sphere_skins.mdl": "Alternate (Corrupt Cores)"
]
skin[engine](integer) : "Skin" : 0
skin(choices) : "[H] Skin" : 0 : "If using the 'alt' skin, this sets the eye color (in hammer) -- If not using the alt skin, (0 = broken) (1=normal)" =
[
0: "Blue Eye / Broken"
1: "Green Eye / Normal"
2: "Orange Eye / NA"
3: "Purple Eye / NA"
]
// Inputs
input EnableMotion(void) : "Enable physics motion/collision response."
input DisableMotion(void) : "Disable physics motion/collision response."
input EnableFlashlight(void) : "Enable the eye flashlight."
input DisableFlashlight(void) : "Disable the eye flashlight."
input ForcePickup(void) : "Force the player to pickup the sphere immediately."
input EnablePickup(void) : "Allow player pickup."
input DisablePickup(void) : "Disable player pickup."
input PlayAttach(void) : "Play the attachment animation, used for syncing with the socket's animation."
input PlayDetach(void) : "Play the detachment animation, used for syncing with the socket's animation."
input PlayLock(void) : "Play the locking animation, used for syncing with the socket's animation."
input SetIdleSequence(string) : "Set a sequence to use as an idle sequence."
input ClearIdleSequence(void) : "Return to the default idle animation."
input Explode(void) : "Explode the sphere, triggering an explosion effect and some gibs."
// Outputs
output OnPlayerPickup(void) : "Fired whenever the player picks up the core."
output OnPlayerDrop(void) : "Fired whenever the player drops the core."
]