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Created January 18, 2014 20:44
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from SFM
//-------------------------------------------------------------------------
//
// Game data for DOTA!
//
//-------------------------------------------------------------------------
@include "halflife2.fgd"
@gridnav(64, 32, 32, 3500)
@PointClass base(Targetname) = ent_dota_game_events :
"An entity that fires outputs based on game events."
[
// Outputs
output OnDayStarted(void) : "Fired when the day starts."
output OnNightStarted(void) : "Fired when the night starts."
]
@PointClass base(Targetname) = npc_dota_roshan_spawner:
"An entity that spawns Roshan."
[
]
@PointClass base(Targetname) sphere(inner_radius) sphere(outer_radius) = ent_dota_lightinfo:
"An entity that controls the global light."
[
color_day(color255) : "Color - Day" : "0 0 0" : "Daytime color."
color_dusk(color255) : "Color - Dusk" : "0 0 0" : "Dusk color."
color_night(color255) : "Color - Night" : "0 0 0" : "Nighttime color."
color_dawn(color255) : "Color - Dawn" : "0 0 0" : "Dawn color."
ambient_color_day(color255) : "Ambient Color - Day" : "0 0 0" : "Ambient Daytime color."
ambient_color_dusk(color255) : "Ambient Color - Dusk" : "0 0 0" : "Ambient Dusk color."
ambient_color_night(color255) : "Ambient Color - Night" : "0 0 0" : "Ambient Nighttime color."
ambient_color_dawn(color255) : "Ambient Color - Dawn" : "0 0 0" : "Ambient Dawn color."
ambient_scale_day(float) : "Ambient Scale - Day" : "0" : "Ambient Daytime scale."
ambient_scale_dusk(float) : "Ambient Scale - Dusk" : "0" : "Ambient Dusk scale."
ambient_scale_night(float) : "Ambient Scale - Night" : "0" : "Ambient Nighttime scale."
ambient_scale_dawn(float) : "Ambient Scale - Dawn" : "0" : "Ambient Dawn scale."
shadow_color_day(color255) : "Shadow Color - Day" : "0 0 0" : "Shadow Daytime color."
shadow_color_dusk(color255) : "Shadow Color - Dusk" : "0 0 0" : "Shadow Dusk color."
shadow_color_night(color255) : "Shadow Color - Night" : "0 0 0" : "Shadow Nighttime color."
shadow_color_dawn(color255) : "Shadow Color - Dawn" : "0 0 0" : "Shadow Dawn color."
shadow_scale_day(float) : "Shadow Scale - Day" : "0" : "Shadow Daytime scale."
shadow_scale_dusk(float) : "Shadow Scale - Dusk" : "0" : "Shadow Dusk scale."
shadow_scale_night(float) : "Shadow Scale - Night" : "0" : "Shadow Nighttime scale."
shadow_scale_dawn(float) : "Shadow Scale - Dawn" : "0" : "Shadow Dawn scale."
shadow_ground_scale_day(float) : "Shadow Ground Scale - Day" : "0" : "Shadow Daytime ground scale."
shadow_ground_scale_dusk(float) : "Shadow Ground Scale - Dusk" : "0" : "Shadow Dusk ground scale."
shadow_ground_scale_night(float) : "Shadow Ground Scale - Night" : "0" : "Shadow Nighttime ground scale."
shadow_ground_scale_dawn(float) : "Shadow Ground Scale - Dawn" : "0" : "Shadow Dawn ground scale."
specular_color_day(color255) : "Specular Color - Day" : "0 0 0" : "Specular Daytime color."
specular_color_dusk(color255) : "Specular Color - Dusk" : "0 0 0" : "Specular Dusk color."
specular_color_night(color255) : "Specular Color - Night" : "0 0 0" : "Specular Nighttime color."
specular_color_dawn(color255) : "Specular Color - Dawn" : "0 0 0" : "Specular Dawn color."
light_direction_day(vector) : "Light Direction - Day" : "0 0 0" : "Light Daytime direction."
light_direction_dawn(vector) : "Light Direction - Dusk" : "0 0 0" : "Light Dusk direction."
light_direction_night(vector) : "Light Direction - Night" : "0 0 0" : "Light Nighttime direction."
light_direction_dusk(vector) : "Light Direction - Dawn" : "0 0 0" : "Light Dawn direction."
ambient_direction_day(vector) : "Ambient Direction - Day" : "0 0 0" : "Ambient Daytime direction."
ambient_direction_dawn(vector) : "Ambient Direction - Dusk" : "0 0 0" : "Ambient Dusk direction."
ambient_direction_night(vector) : "Ambient Direction - Night" : "0 0 0" : "Ambient Nighttime direction."
ambient_direction_dusk(vector) : "Ambient Direction - Dawn" : "0 0 0" : "Ambient Dawn direction."
fog_color_day(color255) : "Fog Color - Day" : "0 0 0" : "Fog Daytime color."
fog_color_dusk(color255) : "Fog Color - Dusk" : "0 0 0" : "Fog Dusk color."
fog_color_night(color255) : "Fog Color - Night" : "0 0 0" : "Fog Nighttime color."
fog_color_dawn(color255) : "Fog Color - Dawn" : "0 0 0" : "Fog Dawn color."
fog_start_day(float) : "Fog Start - Day" : "0" : "Daytime Fog Start distance."
fog_start_dusk(float) : "Fog Start - Dusk" : "0" : "Dusk Fog Start distance."
fog_start_night(float) : "Fog Start - Night" : "0" : "Night Fog Start distance."
fog_start_dawn(float) : "Fog Start - Dawn" : "0" : "Dawn Fog Start distance."
fog_end_day(float) : "Fog End - Day" : "0" : "Daytime Fog Start distance."
fog_end_dusk(float) : "Fog End - Dusk" : "0" : "Dusk Fog End distance."
fog_end_night(float) : "Fog End - Night" : "0" : "Night Fog End distance."
fog_end_dawn(float) : "Fog End - Dawn" : "0" : "Dawn Fog End distance."
inner_radius(float) : "Inner Radius" : "0" : "Radius inside which the global light is exactly the specified color."
outer_radius(float) : "Outer Radius" : "0" : "Radius inside which the global light is partially the specified color."
]
@PointClass base(Targetname) = npc_dota_neutral_spawner:
"An entity that spawns neutrals."
[
NeutralType(choices) :"Camp Type" : 0 =
[
0: "Easy"
1: "Moderate"
2: "Hard"
3: "Ancient"
]
]
@PointClass base(Targetname) = npc_dota_spawner_good_top:
"An entity that spawns NPCs based on scripts."
[
NPCScriptName(string) : "NPC Script" : "" : "Name of the NPC script used to spawn this character."
NPCUniqueName(string) : "Unique NPC Name" : "" : "Name of the NPC."
NPCFirstWaypoint(string) : "First Waypoint" : "" : "First Waypoint the creeps will head to"
input SpawnNPCFromScript(integer) : "Spawn X npcs from the script."
]
@PointClass base(Targetname) = npc_dota_spawner_good_mid:
"An entity that spawns NPCs based on scripts."
[
NPCScriptName(string) : "NPC Script" : "" : "Name of the NPC script used to spawn this character."
NPCUniqueName(string) : "Unique NPC Name" : "" : "Name of the NPC."
NPCFirstWaypoint(string) : "First Waypoint" : "" : "First Waypoint the creeps will head to"
input SpawnNPCFromScript(integer) : "Spawn X npcs from the script."
]
@PointClass base(Targetname) = npc_dota_spawner_good_bot:
"An entity that spawns NPCs based on scripts."
[
NPCScriptName(string) : "NPC Script" : "" : "Name of the NPC script used to spawn this character."
NPCUniqueName(string) : "Unique NPC Name" : "" : "Name of the NPC."
NPCFirstWaypoint(string) : "First Waypoint" : "" : "First Waypoint the creeps will head to"
input SpawnNPCFromScript(integer) : "Spawn X npcs from the script."
]
@PointClass base(Targetname) = npc_dota_spawner_bad_top:
"An entity that spawns NPCs based on scripts."
[
NPCScriptName(string) : "NPC Script" : "" : "Name of the NPC script used to spawn this character."
NPCUniqueName(string) : "Unique NPC Name" : "" : "Name of the NPC."
NPCFirstWaypoint(string) : "First Waypoint" : "" : "First Waypoint the creeps will head to"
input SpawnNPCFromScript(integer) : "Spawn X npcs from the script."
]
@PointClass base(Targetname) = npc_dota_spawner_bad_mid:
"An entity that spawns NPCs based on scripts."
[
NPCScriptName(string) : "NPC Script" : "" : "Name of the NPC script used to spawn this character."
NPCUniqueName(string) : "Unique NPC Name" : "" : "Name of the NPC."
NPCFirstWaypoint(string) : "First Waypoint" : "" : "First Waypoint the creeps will head to"
input SpawnNPCFromScript(integer) : "Spawn X npcs from the script."
]
@PointClass base(Targetname) = npc_dota_spawner_bad_bot:
"An entity that spawns NPCs based on scripts."
[
NPCScriptName(string) : "NPC Script" : "" : "Name of the NPC script used to spawn this character."
NPCUniqueName(string) : "Unique NPC Name" : "" : "Name of the NPC."
NPCFirstWaypoint(string) : "First Waypoint" : "" : "First Waypoint the creeps will head to"
input SpawnNPCFromScript(integer) : "Spawn X npcs from the script."
]
@PointClass base(Targetname) = npc_dota_spawner:
"An entity that spawns NPCs based on scripts."
[
NPCScriptName(string) : "NPC Script" : "" : "Name of the NPC script used to spawn this character."
NPCUniqueName(string) : "Unique NPC Name" : "" : "Name of the NPC."
NPCFirstWaypoint(string) : "First Waypoint" : "" : "First Waypoint the creeps will head to"
input SpawnNPCFromScript(integer) : "Spawn X npcs from the script."
]
@PointClass base(Targetname) = dota_item_rune_spawner :
"A marker for where runes spawn."
[
]
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_start_goodguys :
" "
[
]
@PointClass base(PlayerClass, Angles) studio("models/editor/playerstart.mdl") = info_player_start_badguys :
" "
[
]
@PointClass base(Targetname) occluder(radius) color(255 0 0) = env_occluder :
"A test entity for radius occluding for the Fog of War system."
[
radius(float) : "Radius" : 128 : "The radius around this occluder."
]
@PointClass base(Targetname) line_occluder(radius) color(255 0 0) = env_line_occluder :
"A test entity for line occluding for the Fog of War system."
[
radius(float) : "Radius" : 128 : "The radius around this occluder."
]
@PointClass base(Targetname) viewer(radius) color(0 255 0) = env_viewer :
"A test entity for viewing for the Fog of War system."
[
radius(float) : "Radius" : 256 : "The radius around this viewer."
]
@PointClass base(Angles, Studiomodel) studio() = ent_dota_tree :
" "
[
]
@PointClass base(prop_dynamic_base, Targetname) studioprop() = ent_dota_fountain:
"The Fountain"
[
teamnumber(choices) :"Team Number" : 0 =
[
2: "Good Guys"
3: "Bad Guys"
]
]
@PointClass base(prop_dynamic_base, Targetname) studioprop() = npc_dota_fort:
"The Fort"
[
teamnumber(choices) :"Team Number" : 0 =
[
2: "Good Guys"
3: "Bad Guys"
]
]
@PointClass base(prop_dynamic_base, Targetname) studioprop() = npc_dota_barracks:
"A Barracks"
[
teamnumber(choices) :"Team Number" : 0 =
[
2: "Good Guys"
3: "Bad Guys"
]
upgrade_level(choices) :"Upgrade Category" : 0 =
[
0: "UPGRADED_NONE"
1: "UPGRADED_BAD_BOTTOM_MELEE"
2: "UPGRADED_BAD_BOTTOM_RANGE"
4: "UPGRADED_BAD_MID_MELEE"
8: "UPGRADED_BAD_MID_RANGE"
16: "UPGRADED_BAD_TOP_MELEE"
32: "UPGRADED_BAD_TOP_RANGE"
64: "UPGRADED_GOOD_BOTTOM_MELEE"
128: "UPGRADED_GOOD_BOTTOM_RANGE"
256: "UPGRADED_GOOD_MID_MELEE"
512: "UPGRADED_GOOD_MID_RANGE"
1024: "UPGRADED_GOOD_TOP_MELEE"
2048: "UPGRADED_GOOD_TOP_RANGE"
]
]
@BaseClass = dota_building
[
link(string) : "Linked" : " " : "The Linked Unit."
vulnerableoncreepspawn(choices) :"Vulnerable On Creep Spawn" : 0 =
[
0: "No"
1: "Yes"
]
invuln_count(integer):"Invulnerability Link Count" : 0 : "The number of entities linked to this to trigger to remove invulnerability."
teamnumber(choices) :"Team Number" : 0 =
[
2: "Good Guys"
3: "Bad Guys"
]
]
@PointClass base(prop_dynamic_base, Targetname, dota_building) studioprop() = npc_dota_tower:
"A Tower"
[
]
@PointClass base(prop_dynamic_base, Targetname, dota_building) studioprop() = npc_dota_building:
"A Building"
[
]
@PointClass base(prop_dynamic_base, Targetname, dota_building) studioprop() = npc_dota_fort:
"The Fort Ancient"
[
]
@PointClass base(prop_dynamic_base, Targetname) studioprop() = ent_dota_shop:
"An item shop"
[
shoptype(choices) :"Shop Type" : 0 =
[
0: "Home"
1: "Side"
2: "Secret"
]
]
@PointClass base(Targetname, EnableDisable) sphere(minfalloff) sphere(maxfalloff) iconsprite("editor/color_correction.vmt") = dota_color_correction :
"An entity to control the color correction in the map."
[
minfalloff(float) : "Min Radius" : "200.0" : "This is the distance at which this color correction is in 100% control"
maxfalloff(float) : "Max Radius" : "400.0" : "This is the distance where this color correction starts taking effect."
filename(string) : "Lookup Table Filename" : "" : "This is the lookup table filename"
]
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