Scripted target

From Valve Developer Community

Table of contents

Entity Description

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

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
  • target
<target_destination> Next Target
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities mimic the movements of their Parent.
  • StartDisabled
<boolean>
  • 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

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
  • Enable
Enable this entity.
  • Disable
Disable this entity.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • AtTarget
Fires when NPC reaches this target.
!activator = NPC
  • LeaveTarget
Fires when NPC leaves this target.
!activator = NPC