"Manually adding them to the map will guarantee that these spawn points are included in the set" This is the entity that populates the map when mp_random_spawn is used." + "This entity marks a deathmatch spawn point. Input ToggleEnabled(void) : "Toggle the enabled/disabled state of this spawn base(Targetname, Angles) studio("models/player/tm_pirate.mdl") = info_deathmatch_spawn : Should be placed at least 128 units away from each other and surrounding walls." One of these needs to be placed for each team member. "This entity marks the start point for terrorists. Input ToggleEnabled(void) : "Toggle the enabled/disabled state of this spawn base(Targetname, Angles) studio("models/player/tm_phoenix.mdl") = info_player_terrorist : Input SetDisabled(void) : "Sets this spawn point as disabled." Input SetEnabled(void) : "Sets this spawn point as enabled." Smaller numbers are used before larger numbers."Įnabled(boolean) : "Enabled by default?" : 1 Priority(integer) : "Spawn Priority (int)" : 0 : "Determines which spawn points get used first. Should be placed at least 128 units away from each other and surrounding walls" "This entity marks the start point for counter-terrorists. Input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - base(Targetname, Angles) studio("models/player/ctm_st6.mdl") = info_player_counterterrorist : Input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)." Input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)." Input SetGlowColor(color255) : "Change the glow's color. Input SetGlowDisabled(void) : "Stops the glow." Input SetGlowEnabled(void) : "Starts the glow." Glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." =ġ : "Shimmer (doesn't glow through walls)"Ģ : "Outline (doesn't glow through walls)"ģ : "Outline Pulse (doesn't glow through walls)" Glowenabled(boolean) : "Does the prop glow by default?" : 1 Glowdist(integer) : "Glow Distance" : 1024 "Works exactly like a prop_dynamic, but it can optionally have a custom glow around it." It can also be configured to break when it takes enough damage.\n"+ "A prop that can be placed in hierarchy and can play animations. Point base(prop_dynamic) studioprop() = prop_dynamic_glow : "all entities EXCEPT those whose team number matches the given team will pass the filter." = "team number matches the given team will pass the filter. If the filter mode is Allow, only entities whose "+ "A filter that filters by the team of the activator."įilterteam(choices) : "Filter Team Number" : 2 : "The team number to filter by. Input ToggleCanBePickedUp(void) : "Toggle base(BaseFilter) size(-8 -8 -8, 8 8 8) = filter_activator_team : Input SetAmmoAmount(integer) : "Set the ammo on this weapon" Input SetReserveAmmoAmount(integer) : "Set the reserve ammo on this weapon" Output OnPlayerPickup(void) : "Fires when the player picks up this weapon" Output OnPlayerUse(void) : "Fires when the player +uses this weapon" Input SetTeam(integer) : "Changes the entity's color(0 0 200) base(Targetname, RenderFields, Angles) = WeaponĬanBePickedUp(boolean) : "Is this weapon allowed to be picked up?" : 1 TeamNum(choices) : "Team Number (int)" : 0 = Purpose: Counter-Strike: Source game definition file "base.fgd" = Copyright © 1996-2005, Valve Corporation, All rights reserved. Join Steam group to stay in fresh updates of gui: ( "").This is the content of the file \common\Counter-Strike Global Offensive\bin\csgo.fgd when it was last modified on. So your way should be like this one: C:\Steam\steamapps\common\Counter-Strike Global OffensiveĭONT USE UNINSTALLER, just verify game cache files, all gui files will be replaced by original Install righT.GUI to Counter-Strike Global Offensive folder(not to csgo folder). _Customizing of radar, money position, loading screen and other stuff_ _4 different styles playercount module_ _5 different styles of health&armor module_ Awesome customization allow you to customize most parts of gui:
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