mirror of
https://github.com/celisej567/gm_construct_port.git
synced 2026-09-19 20:11:46 +03:00
349 lines
18 KiB
Plaintext
349 lines
18 KiB
Plaintext
//
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// SandboxGame : Sandbox.Game
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//
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@PointClass = sandbox : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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]
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//
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// Tool : Carriable
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//
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@PointClass = weapon_tool : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// BalloonEntity : Sandbox.Prop
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//
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@PointClass model() = ent_balloon : ""
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[
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model(studio) [report]: "World Model" : "" : "The model this entity should use."
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skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
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bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
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rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
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renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
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-1 : "UNUSED"
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0 : "COLLISION GROUP ALWAYS"
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1 : "COLLISION GROUP NONPHYSICAL"
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4 : "COLLISION GROUP DEFAULT"
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5 : "COLLISION GROUP DEBRIS"
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14 : "COLLISION GROUP WEAPON"
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]
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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output OnDamaged(void) : "Fired when the entity gets damaged"
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]
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//
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// BouncyBallEntity : Sandbox.Prop
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//
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@PointClass model() = ent_bouncyball : ""
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[
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model(studio) [report]: "World Model" : "" : "The model this entity should use."
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skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
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bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
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rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
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renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
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-1 : "UNUSED"
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0 : "COLLISION GROUP ALWAYS"
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1 : "COLLISION GROUP NONPHYSICAL"
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4 : "COLLISION GROUP DEFAULT"
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5 : "COLLISION GROUP DEBRIS"
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14 : "COLLISION GROUP WEAPON"
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]
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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output OnDamaged(void) : "Fired when the entity gets damaged"
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]
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//
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// DirectionalGravity : Sandbox.Prop
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//
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@PointClass model() = directional_gravity : ""
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[
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model(studio) [report]: "World Model" : "" : "The model this entity should use."
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skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
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bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
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rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
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renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
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-1 : "UNUSED"
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0 : "COLLISION GROUP ALWAYS"
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1 : "COLLISION GROUP NONPHYSICAL"
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4 : "COLLISION GROUP DEFAULT"
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5 : "COLLISION GROUP DEBRIS"
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14 : "COLLISION GROUP WEAPON"
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]
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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output OnDamaged(void) : "Fired when the entity gets damaged"
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]
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//
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// DroneEntity : Sandbox.Prop
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//
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@PointClass model() = ent_drone : ""
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[
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model(studio) [report]: "World Model" : "" : "The model this entity should use."
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skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
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bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
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rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
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renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
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-1 : "UNUSED"
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0 : "COLLISION GROUP ALWAYS"
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1 : "COLLISION GROUP NONPHYSICAL"
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4 : "COLLISION GROUP DEFAULT"
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5 : "COLLISION GROUP DEBRIS"
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14 : "COLLISION GROUP WEAPON"
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]
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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output OnDamaged(void) : "Fired when the entity gets damaged"
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]
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//
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// LampEntity : Sandbox.SpotLightEntity
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//
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@PointClass = ent_lamp : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input TurnOn(void) : ""
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input TurnOff(void) : ""
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input Toggle(void) : ""
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input SetLightColor(color255) : ""
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input SetLightBrightness(float) : ""
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input SetAppearance(integer) : ""
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input SetCustomAppearance(string) : ""
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// LightEntity : Sandbox.PointLightEntity
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//
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@PointClass = ent_light : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input TurnOn(void) : ""
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input TurnOff(void) : ""
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input Toggle(void) : ""
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input SetLightColor(color255) : ""
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input SetLightBrightness(float) : ""
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input SetAppearance(integer) : ""
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input SetCustomAppearance(string) : ""
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// NoiseTest : Sandbox.Prop
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//
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@PointClass model() = noise_test : ""
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[
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model(studio) [report]: "World Model" : "" : "The model this entity should use."
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skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
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bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
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rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
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renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
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-1 : "UNUSED"
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0 : "COLLISION GROUP ALWAYS"
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1 : "COLLISION GROUP NONPHYSICAL"
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4 : "COLLISION GROUP DEFAULT"
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5 : "COLLISION GROUP DEBRIS"
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14 : "COLLISION GROUP WEAPON"
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]
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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output OnDamaged(void) : "Fired when the entity gets damaged"
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]
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//
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// ThrusterEntity : Sandbox.Prop
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//
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@PointClass model() = ent_thruster : ""
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[
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model(studio) [report]: "World Model" : "" : "The model this entity should use."
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skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
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bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
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rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
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renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
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-1 : "UNUSED"
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0 : "COLLISION GROUP ALWAYS"
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1 : "COLLISION GROUP NONPHYSICAL"
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4 : "COLLISION GROUP DEFAULT"
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5 : "COLLISION GROUP DEBRIS"
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14 : "COLLISION GROUP WEAPON"
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]
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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output OnDamaged(void) : "Fired when the entity gets damaged"
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]
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//
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// WheelEntity : Sandbox.Prop
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//
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@PointClass model() = ent_wheel : ""
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[
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model(studio) [report]: "World Model" : "" : "The model this entity should use."
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skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
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bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
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rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
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renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
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-1 : "UNUSED"
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0 : "COLLISION GROUP ALWAYS"
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1 : "COLLISION GROUP NONPHYSICAL"
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4 : "COLLISION GROUP DEFAULT"
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5 : "COLLISION GROUP DEBRIS"
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14 : "COLLISION GROUP WEAPON"
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]
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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output OnDamaged(void) : "Fired when the entity gets damaged"
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]
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//
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// GravGun : Carriable
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//
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@PointClass = gravgun : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// PhysGun : Carriable
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//
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@PointClass = physgun : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// Flashlight : Weapon
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//
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@PointClass = weapon_flashlight : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// Pistol : Weapon
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//
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@PointClass = weapon_pistol : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// Shotgun : Weapon
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//
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@PointClass = weapon_shotgun : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// SMG : Weapon
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//
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@PointClass = weapon_smg : ""
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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]
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//
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// CarEntity : Sandbox.Prop
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//
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@PointClass model() = ent_car : ""
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[
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model(studio) [report]: "World Model" : "" : "The model this entity should use."
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skin(materialgroup) [ group="Render Properties" ] : "Skin" : "default" : "Some models have multiple versions of their textures, called skins."
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bodygroups(bodygroupchoices) [ group="Render Properties" ] : "Body Groups" : "" : "Some models have multiple variations of certain items, such as characters having different hair styles, etc."
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rendercolor(color255) : "FX Color (R G B)" : "255 255 255" : "The FX color is used by the selected Render Mode."
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renderamt(integer) [ group="Render Properties" ] : "FX Amount (0 - 255)" : 255 : "The FX amount is used by the selected Render Mode."
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
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parentname(target_destination) [ group="Hierarchy" ] : "Parent" : : "The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent."
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collisiongroupoverride(choices) : "Collision Group Override" : -1 : "" = [
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-1 : "UNUSED"
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0 : "COLLISION GROUP ALWAYS"
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1 : "COLLISION GROUP NONPHYSICAL"
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4 : "COLLISION GROUP DEFAULT"
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5 : "COLLISION GROUP DEBRIS"
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14 : "COLLISION GROUP WEAPON"
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]
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enable_shadows(boolean) [ group="Render Properties" ] : "Shadow Casting" : 1 : "Whether this entity should cast shadows or not"
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input SetColor(string) : "Sets the color of this entity. Format is '255 255 255 255'."
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output OnDamaged(void) : "Fired when the entity gets damaged"
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]
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