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info_snipertarget

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January 2024


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Info target.png

info_snipertarget is a point entity available in all Source Source games. An npc_sniper will take shots at this target, but only if told to, using inputs available to that entity. The info_snipertarget has parameters to alter the behavior while aiming and shooting.

To make the sniper take shots at a moving target, you'll need to parent the info_snipertarget to that target, but this appears to be bugged.

Confirm:This parenting issue was noted back in 2006 and may not apply anymore.

See d1_town_05 for multiple examples of its use.


In code, it is represented by theCSniperTargetclass, defined in theproto_sniper.cppfile.

Flags

  •  [1] : Shoot Me
       Sniper will shoot at this target once satisfied with aim.
  •  [2] : No Interruptions
       All other targets will be ignored while sniper aims for this.
  •  [4] : Snap Shot !FGD
        : If a more important target comes into view as the sniper is aiming for this target, the sniper will fire at this target immediately, hoping the current aim was accurate enough to hit it, then focus on the higher-priority target. This shot will still count as interrupted, and the sniper will therefore resume to take another shot if the Resume if Interrupted flag is set for this target. This is considered obsolete from Episode 1 onward,[Why?] but can still be used.
  •  [8] : Resume if Interrupted
       If the sniper is busy taking shots at other targets when he is ordered to take a shot at this target, he will just delay the shot at this target until he is done, instead of ignoring it completely. This is unless he is ordered to take another shot in this time.
  •  [16] : Snap to me
       The sniper will set his sight on this target before turning the dot on. This means that the dot will immediately start fixed at this position.

Keyvalues

Sweep to Speed (speed) <float>
Seconds it takes for the sniper to align their shot onto the target.
Group Name (groupname) <string>
The name of a group which the info_snipertarget belongs to. Used as a parameter for SweepGroupRandomly inputs for npc_sniper.

Base:
Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.pngNote:Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Spawnflags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.

Inputs


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.

Outputs

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

See also

  • npc_bullseye, a similar entity that can be used by other NPCs as well.