Asw holdout mode: Difference between revisions

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(Created page with '{{as point|asw_holdout_mode}} Appears to spawn Swarm in Holdout Mode. Todo: Confirm?')
 
(-added class hierarchy, cleanup, intn)
 
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{{as point|asw_holdout_mode}}
{{LanguageBar}}
{{CD|CASW_Holdout_Mode|file1=1}}
{{this is a|point entity|game=Alien Swarm|name=asw_holdout_mode}}
{{stub}}
It causes the map to run in Holdout Mode. This mode is much like a survival mode where waves of enemies continuously attack the player.


Appears to spawn Swarm in Holdout Mode. Todo: Confirm?
== Keyvalues ==
{{KV Targetname}}
{{KV|Holdout Filename|intn=filename|string|This is the filename of the holdout script that defines the waves, etc. Assumes a path of <tt>resource\Holdout\</tt>.}}
 
== Inputs ==
{{I|UnlockResupply|Tells the holdout that you want to let the player resupply at the end of the round.}}
 
== Outputs ==
{{O|OnAnnounceWave01|to=OnAnnounceWave10|Fired when Wave01–10 is announced.}}
{{O|OnAnnounceWaveDefault|Fired when any wave is announced.}}
{{O|OnWave01|to=OnWave10|Fired when Wave01–10 starts.}}
{{O|OnWaveDefault|Fired at the start of all waves.}}

Latest revision as of 14:46, 25 September 2024

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C++ Class hierarchy
CASW_Holdout_Mode
CBaseEntity
C++ asw_holdout_mode.cpp

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

Stub

This article or section is a stub. You can help by expanding it.

It causes the map to run in Holdout Mode. This mode is much like a survival mode where waves of enemies continuously attack the player.

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

Holdout Filename (filename) <string>
This is the filename of the holdout script that defines the waves, etc. Assumes a path of resource\Holdout\.

Inputs

UnlockResupply
Tells the holdout that you want to let the player resupply at the end of the round.

Outputs

OnAnnounceWave01 to OnAnnounceWave10
Fired when Wave01–10 is announced.
OnAnnounceWaveDefault
Fired when any wave is announced.
OnWave01 to OnWave10
Fired when Wave01–10 starts.
OnWaveDefault
Fired at the start of all waves.