So this mod I'm making, it's going to use the same armour mechanics from blue shift (as in picking up vests and helmets as opposed to suit batteries or chargers). I've worked out I need a blue shift fgd in order to gain access to the required entities, which I have, but I'm rather confused. Can it/does it have to be loaded alongside the half life fgds? And would it make any difference? Or do I actually have to have only bshift's fgd loaded?
There's also two half life fgds and I don't know if I need them or not. To be honest I don't really understand anything about fgds to begin with and I'm flying completely blind so to say. What's also annoying is that if I loaded any other fgd besides the base ones, the models of entities are not rendered in the 3d viewport I think it's called. That includes half life's models and the models for the newly added entities. That's how I am able to place them accurately.
Also, after taking a look at the first map from blue shift I noticed the info_player_start entity has an item_suit placed within it, no doubt to facilitate the hud showing up even though barney doesn't have an hev suit. But how does one make it so it plays no sound when one picks up said suit entity? Without of course, going directly into the game files and replacing the sound file with a half second audio clip of nothing.