Hammer Attributes #339
garrynewman
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Over the past week I've added a FGD generator. This runs when your game is compiled and spits the fgd automatically to
addons/<game>/config/<game>.fgd
.The idea here is that you can decorate your entities with [Hammer.*] attributes and it'll make the fgd for you and you can create and config them in Hammer. The end goal is that you'll upload this fgd to our backend and when someone wants to make a map they'll be able to look up your gamemode in some Hammer menu and it'll grab the fgd for it.
So what I'm asking is, please try to use this and point out any missing or broken features. All the attributes are under the Hammer namespace. Please let me know if this is useful or if it's a pain in the ass.
Here's a select list - please look under the Hammer namespace in your code before requesting.
[Hammer.Solid]
Indicates that this is a solid entity (ie, a brush entity), and should be created via the "tie to entity" stuff on a world model rather than the create entity stuff.
[Hammer.Skip]
Don't include this entity in the fgd generation.
[Hammer.EditorModel( "models/editor/playerstart.vmdl" )]
Show this model in editor
[Hammer.AutoApplyMaterial( "materials/tools/toolstrigger.vmat" )]
For solid entities, automatically apply this material to them
[Hammer.Model]
The mapper can declare the model for this entity, show the model/skin/bodygroup selection stuff in the properties.
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