Asw weapon blink: Difference between revisions

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(Created article, transcribing keyvalues, IO and Flags from entity properties in hammer)
 
m (Substituted IO templates)
 
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{{as point|asw_weapon_blink}} It is used to spawn a blink pack.
{{this is a|point entity|game=Alien Swarm|name=asw_weapon_blink}}
 
==Entity description==
This Entity is used to spawn a blink pack.


== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}


; Name <code><[[string]]></code>
: The name that other entities refer to this entity by.
; Entity Script <code><[[string]]></code>
: Name(s) of script files that are executed after all entities have spawned.
; Script think function <code><[[string]]></code>
: Name of a function in this entity's script scope which will be called automatically.
; Start Fade Dist/Pixels <code><[[int]]></code>
: Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
; End Fade Dist/Pixels <code><[[int]]></code>
: Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
; Fade Scale <code><{{todo}}: Is type of parameter int or float?></code>
: If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
{{KV Angles}}
{{KV Angles}}
{{KV|Start Fade Dist/Pixels|int|Distance at which the prop starts to fade <nowiki>(<0 = use fademaxdist)</nowiki>. If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.}}
{{KV|End Fade Dist/Pixels|int|Maximum distance at which the prop is visible <nowiki>(0 = don't fade out)</nowiki>. If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.}}
{{KV|Fade Scale|float|If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.}}


== Flags ==
== Flags ==
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== Inputs ==
== Inputs ==
; <code>CallScriptFunction <[[string]]></code>
: Calls the function named as parameter from the script specified under Keyvalue Entity Script.
; <code>EnableShadow</code>
: Enables shadow.
; <code>DisableShadow</code>
: Disables shadow.
; <code>RunScriptCode</code>
: Runs script code. {{todo}}: Parameters?
; <code>RunScriptFile</code>
: Runs script file. {{todo}}: Parameters?
{{I Targetname}}
{{I Targetname}}
{{I|CallScriptFunction|Calls the function named as parameter from the script specified under Keyvalue Entity Script.|param=string}}
{{I|EnableShadow|Enables shadow.|}}
{{I|DisableShadow|Disables shadow.|}}
{{I|RunScriptCode|Runs script code. {{todo}}: Parameters?|}}
{{I|RunScriptFile|Runs script file. {{todo}}: Parameters?|}}


== Outputs ==
== Outputs ==
; <code>OnCacheInteraction</code>
{{O Targetname}}
: Fired when the Player interacts with this entity.
 
; <code>OnPlayerPickup</code>
{{O|OnCacheInteraction||}}
: Fired when the player picks up this entity.
 
; <code>OnNpcPickup</code>
{{O|OnPlayerPickup|Fired when the player picks up this entity.|}}
: Fired when a npc picks up this entity.
 
; <code>OnPlayerUse</code>
{{O|OnNpcPickup|Fired when a npc picks up this entity.|}}
: Fired when the player uses this entity.
 
; <code>OnUser1</code> to <code>OnUser4</code>
{{O|OnPlayerUse|Fired when the player uses this entity.|}}
: Fired in response to the FireUser inputs; see [[User Inputs and Outputs]].

Latest revision as of 23:05, 20 April 2025

asw_weapon_blink is a point entity available in Alien Swarm Alien Swarm.

Entity description

This Entity is used to spawn a blink pack.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities


Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.


Start Fade Dist/Pixels ([todo internal name (i)]) <integer>
Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.


End Fade Dist/Pixels ([todo internal name (i)]) <integer>
Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.


Fade Scale ([todo internal name (i)]) <float>
If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.

Flags

  • Start Constrained. [Todo]: Find out how this constrains the entity.
  • Deny player pickup.(Reserve for NPC) If set, denies use by npcs.
  • Not puntable by gravity gun. If set, gravity gun can not punt this entity.

Inputs

CallScriptFunction <stringRedirectInput/string>
Calls the function named as parameter from the script specified under Keyvalue Entity Script.


EnableShadow
Enables shadow.


DisableShadow
Disables shadow.


RunScriptCode
Runs script code. [Todo]: Parameters?


RunScriptFile
Runs script file. [Todo]: Parameters?

Outputs

OnCacheInteraction


OnPlayerPickup
Fired when the player picks up this entity.


OnNpcPickup
Fired when a npc picks up this entity.


OnPlayerUse
Fired when the player uses this entity.