scripted_target

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Contents

Entity Description

A point entity that targets an NPC for use in scripted sequences.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • target
<target_destination> Next Target
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).
  • m_iszEntity
<npcclass> NPC target.
  • m_flRadius
<float> Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.
  • MoveSpeed
<float>
  • PauseDuration
<float>
  • EffectDuration
<float>

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • AtTarget
Fires when NPC reaches this target. (activator is the NPC)
  • LeaveTarget
Fires when NPC leaves this target. (activator is the NPC)
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