FILE: halflife2.fgd LOCATION: The first release of Portal 2 & Source Filmmaker @PointClass base(Targetname, Parentname) iconsprite("editor/info_target.vmt") = info_target_advisor_roaming_crash : "Advisor Crash Target" [ input Enable(void) : "Enable the crash target." input Disable(void) : "Disable the crash target." ] @NPCClass base(BaseHelicopter) studio("models/advisor.mdl" ) = npc_combine_advisor_roaming : "Combine Advisor Roaming" [ // Inputs input OmniscientOn(void) : "Advisor knows target's location even when target is out of sight or behind cover" input OmniscientOff(void) : "Advisor relies on normal sight functions to locate target" input BlindfireOn(void ) : "Advisor will fire at an unseen target, attempting to punch through to them" input BlindfireOff(void ) : "Advisor only fires at viusible target" input SetPenetrationDepth( float ) : "Set penetration depth of bullets" input SetDockingBBox( void ) : "Shrink Bounding Box" input SetNormalBBox( void ) : "Set Bounding Box to normal size" input EnableGroundAttack( void ) : "Allow the advisor to use its ground attack" input DisableGroundAttack( void ) : "Don't allow the advisor to use its ground attack" input DoGroundAttack( string ) : "Causes the advisor to execute its ground attack" input BecomeInvulnerable( void ): "Stops the advisor from taking damage, but still makes sounds effects" input BecomeVulnerable( void ): "Makes the advisor act normally to damage" input EnableRotorSound(void) : "Turns on rotor sounds" input DisableRotorSound(void) : "Turns off rotor sounds" input DoAvalancheBlast(void) : "Performs an avalanche blast" input DoSpitAttack(void) : "Performs a spit attack" input SetMaxSpeed( float ) : "Adjusts max speed for the advisor" input DropShield( float ) : "Drops advisor shield for x seconds (0 sec will use default)" input SetRetreatTrack( string ) : "Sets a retreat track for advisor to fly to when receiving too much damage" // Outputs output OnFireCannon(void) : "Fires when the advisor fires a cannon round" output OnFirstDamage( void ) : "Fired when the first damage is done to the advisor." output OnSecondDamage( void ) : "Fired when the second damage is done to the advisor." output OnThirdDamage( void ) : "Fired when the third damage is done to the advisor." output OnFourthDamage( void ) : "Fired when the fourth damage is done to the advisor." output OnEnoughPhysAmmo( void ) : "Fired when advisor got enough phys ammo." output OnLowPhysAmmo( void ) : "Fired when advisor is low on phys ammo." output OnOutOfPhysAmmo( void ) : "Fired when advisor has no phys ammo." output OnDmgReached( void ) : "Fires when advisor received too much damage exceeding threshold within a short time span." ]