Asw pickup autogun: Difference between revisions

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m (fixed OnCacheInteraction Output)
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
 
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{{as point|asw_pickup_autogun}} It is used to spawn an autogun.
{{this is a|point entity|game=Alien Swarm|name=asw_pickup_autogun}} It is used to spawn an autogun.


== Keyvalues ==
== Keyvalues ==
 
{{KV|Bullets in gun|int|Specifies the number of bullets in this pickup. On this pickup, defaults to 250 bullets.}}
; Name <code><[[string]]></code>
{{KV|Clips|int|Specifies the number of clips in this pickup. On this pickup, defaults to 1 clip.}}
: The name that other entities refer to this entity by.
{{KV|Secondary Bullets|int|Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.}}
; Entity Script <code><[[string]]></code>
{{KV ASWPickup}}
: 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.
; Disable Shadows <code><[[bool]]></code>
: Enable/disable shadows.
; 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.
; Stay in air on startup <code><[[bool]]></code>
: If set, this pickup won't fall to the ground when the map starts.
; Bullets in gun <code><[[int]]></code>
: Specifies the number of bullets in this pickup. On this pickup, defaults to 250 bullets.
; Clips <code><[[int]]></code>
: Specifies the number of clips in this pickup. On this pickup, defaults to 1 clips.
; Secondary Bullets <code><[[int]]></code>
: Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.
{{KV Angles}}


== Flags ==
== Flags ==
* Start Constrained. '''{{todo}}: Find out how this constrains the entity.'''
{{Fl Item Swarm}}


== Inputs ==
== Inputs ==
; <code>CallScriptFunction <[[string]]></code>
{{I Item Swarm}}
: 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}}


== Outputs ==
== Outputs ==
; <code>OnCacheInteraction</code>
{{O Item Swarm}}
: {{todo}}: When is this Output fired?
; <code>OnPlayerTouch</code>
: Fired when the player touches this entity.
; <code>OnUser1</code> to <code>OnUser4</code>
: Fired in response to the FireUser inputs; see [[User Inputs and Outputs]].

Latest revision as of 17:59, 17 May 2024

asw_pickup_autogun is a point entity available in Alien Swarm Alien Swarm. It is used to spawn an autogun.

Keyvalues

Bullets in gun ([todo internal name (i)]) <integer>
Specifies the number of bullets in this pickup. On this pickup, defaults to 250 bullets.
Clips ([todo internal name (i)]) <integer>
Specifies the number of clips in this pickup. On this pickup, defaults to 1 clip.
Secondary Bullets ([todo internal name (i)]) <integer>
Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.
Stay in air on startup (FreezePickup) <boolean>
If set, this pickup won't fall to the ground when the map starts.


Flags

Item:
;Start Constrained : [1]
Keeps the model from moving.

Inputs

Outputs

Item:

OnPlayerTouch
Fires when the player touches this object.
OnCacheInteraction
Confirm:Fires when the player proves they have 'found' this item:
  • Player touch (whether or not player actually acquires the item)
  • Picked up by +USE