AddOutput
The AddOutput output in Hammer uses the syntax : <key> <value>
or <output name> <target name>:<input name>:<parameter>:<delay>:<max times to fire (-1 = infinity, 1 = once only)> to be used in the parameters field of the output
\"
characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor. Instead, use detailed quotes (i.e. “
and ”
) or two apostrophes ( '' ).Syntax example with parameters: OutputName TargetName:Color:255 255 255:0:-1
Syntax example with NO parameters: OutputName TargetName:Open::0:-1
It is worth noting that if you have no parameters, then put nothing between the two colons or ">."
Max times to fire can work with values other than 1 or -1.
1 = fire once, 2 = fire twice, [...] , -1 = fire infinite times
Examples
- Format:
<key> <value>
{ "classname" "prop_physics" "targetname" "prop01" . . . "OnHealthChange" "!self,AddOutput,targetname prop9001" }
This changes the target name of the prop. In this case, it is changing it's own name, so !self == prop01.
- Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, 1 means once and -1 means infinite>
{ "classname" "tf_logic_auto" . . . "OnMapSpawn" "team_round_timer_red,AddOutput,OnFinished game_round_win:RoundWin::0:-1,0,-1" }
This adds an output to an entity with the targetname "team_round_timer_red".
- Trigger_Multiple
- Name: Ghost
- Outputs
- My Output Named: OnEndTouch
- Targets entities named: !activator
- Via this input: Alpha
- With a parameter override of: 255
- After a delay in seconds: 0.10
- My Output Named: OnStartTouch
- Targets entities named: !activator
- Via this input: AddOutput
- With a parameter override of: rendermode 1
- After a delay in seconds: 0.00
- My Output Named: OnStartTouch
- Targets entities named: !activator
- Via this input: Alpha
- With a parameter override of: 120
- After a delay in seconds: 0.00
Results in translucent player when standing in the trigger_multiple (OnStartTouch) and visible again when not in the trigger_multiple (OnEndTouch).