All of the features shown in Mapping are included in Advanced Half-Life FGD by default. Thus, there is no need to turn off the Smart Edit and add relevant keyvalues every time.
Even scientists with different pitches using the same head bodygroup can be created.
Body and Skin keys are already included as long as they are supported on almost most monster_* entities.
All func_* entities include the effects key by default.
Of course, this FGD did not become popular because it didn't get enough attention, and everyone is still making maps with the outdated Half-Life FGD.
As I mentioned in one of the Screenshots, J.A.C.K does not support multiple sprite(), iconsprite() or studio() parameters in one line. (at least as long as I've seen it in the Free version)
Another situation I've seen in the free version is that it only renders the last parameter.
For example, because the last parameter in this entity is studio("fgd/half-life/Advanced_FGD Models/Arrows/monster_generic.mdl"), only the Arrow model is rendered in J.A.C.K.
Thought this would be useful in development of the JACK version
Since I've noticed this problem I think the only solution is to keep the parameter count [ number of sprite(), iconsprite() or studio() ] at 1 in the definition lines of all entities. Which means a big downgrade in FGD for the JACK version.
Also, what markup language do you use in Notepad++ for this? Or did you create your own?
I didn't use a Markup language for FGD. I used Notepad++ but used it as normal writing.
Birilerinin uzun bir süre elini sürmemiş bir şeye tekrar gözatmasını sağlatmak gerçekten güzel bir şey. Teşekkür ederim. Umarım bilgilendirici ve kolaylık sağlamış olmuştur.
As I mentioned in the related image, I tried it on 1.1.1064 Free Version and the result was as in the image. I haven't had a chance to try it as I don't have the Steam Version. But if it works fine in that version, that's good news!
monster_*
entities.func_*
entities include the effects key by default.iconsprite("fgd/half-life/Advanced_FGD Sprites/trigger_auto.spr") iconsprite()
As I mentioned in one of the Screenshots, J.A.C.K does not support multiple sprite(), iconsprite() or studio() parameters in one line. (at least as long as I've seen it in the Free version)
Another situation I've seen in the free version is that it only renders the last parameter.
@PointClass base(Monster, GenericMonster, CustomModelMonster, BodySkin, Monster2) studio() iconsprite("fgd/half-life/Advanced_FGD Sprites/monster_generic.spr") studio("fgd/half-life/Advanced_FGD Models/Arrows/monster_generic.mdl") = monster_generic : "Model Customizable Generic Monster" []
For example, because the last parameter in this entity is studio("fgd/half-life/Advanced_FGD Models/Arrows/monster_generic.mdl"), only the Arrow model is rendered in J.A.C.K. Since I've noticed this problem I think the only solution is to keep the parameter count [ number of sprite(), iconsprite() or studio() ] at 1 in the definition lines of all entities. Which means a big downgrade in FGD for the JACK version. I didn't use a Markup language for FGD. I used Notepad++ but used it as normal writing.
I hope this prefab will be very useful.
I haven't had a chance to try it as I don't have the Steam Version. But if it works fine in that version, that's good news!
Thank you for your feedback.