Asw objective countdown: Difference between revisions

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==asw_objective_countdown==
{{this is a|point entity|game=Alien Swarm|name=asw_objective_countdown}}


{{as}} This is a point entity available in [[Alien Swarm]]. It creates an objective that goes with a countdown. The objective must be set complete before the countdown expires or it will be set failed and the game will be lost.  
== Entity description ==
It creates an objective that goes with a countdown. The objective must be set complete before the countdown expires or it will be set failed and the game will be lost.  


:{{Note|This is a 'Jacob's Rest'-Campaign specific entity. If used, it will play the sounds from the 'Timor Station' level and create an HUD element saying "Nuclear Detonation Imminent".}}
:{{Note|This is a 'Jacob's Rest'-Campaign specific entity. If used, it will play the sounds from the 'Timor Station' level and create an HUD element saying "Nuclear Detonation Imminent".}}


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


;Name:
{{KV|Objective Description Line 1-4|int|First 255 characters of the detail description for this objective.
:The name that other entities refer to this entity by.
:{{Note|Each "Line" will be displayed as one paragraph in the objectives list!}}}}


;Entity Scripts:
{{KV|Marker Name|targetname|Name of the target object that pinpoints this objective's location in the level.
:Name(s) of script files that are executed after all entities have spawned.
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}}}


;Script think function:
{{KV|Map Markings||Used to mark areas on the map per objective.  Follows this format: BRACKETS [x] [y] [w] [h].
:Name of a function in this entity's script scope which will be called automatically.
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}}}


{{KV|HUD Icon||Icon displayed next to the objective name on the HUD.}}
{{KV|Icon 1-5||Icon displayed next to the map on the briefing.}}


;Objective Title:
{{KV|Objective Image||Name a VGUI texture to show as a screenshot for this objective.
:Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.
{{Note|Must be stored in the mods VGUI directory!}}}}


;Objective Description Line 1-4:
{{KV|Visible||Whether this objective is visible or hidden.
:First 255 characters of the detail description for this objective.
:{{Note|Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.}} }}
:{{Note|Each "Line" will be displayed as one paragraph in the objectives list!}}
 
 
;Marker Name:
:Name of the target object that pinpoints this objective's location in the level.
:{{Note|In original ASW-Campaign, 'asw_objective_dummies' are used as markers, but there is no type specified in general.}}
 
;Map Markings:
:Used to mark areas on the map per objective.  Follows this format: BRACKETS [x] [y] [w] [h].
 
 
;HUD Icon:
:Icon displayed next to the objective name on the HUD.
 
;Icon 1-5:
:Icon displayed next to the map on the briefing.
 
;Objective Image:
:Name a VGUI texture to show as a screenshot for this objective.
:{{Note|Must be stored in the mods VGUI directory!}}
 
;Visible:
:Whether this objective is visible or hidden.
:{{Note|Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.}}
 
;Countdown Lenght:
:How many seconds before the level explodes.


{{KV|Countdown Lenght||How many seconds before the level explodes.}}


== Inputs ==
== Inputs ==
{{I Targetname}}


;<code>AddOutput</code>
{{I Parentname}}
: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 means infinite>
 
;<code>FireUser1-4:
:Fire the OnUser outputs; see User Inputs and Outputs.
 
;<code>Kill</code>
:Removes this entity from the world.


{{I|StartCountdown|Begins the countdown sequence after which the mission will fail.|}}


;<code>StartCountdown</code>
{{I|CancelCountdown|Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.|}}
:Begins the countdown sequence after which the mission will fail.  


;<code>CancelCountdown</code>
{{I|SetVisible|Toggles the visibility of an objective in the objectives list.
:Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.
 
;<code>SetVisible</code>
:Toggles the visibility of an objective in the objectives list.
:{{Note|Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.}}
:{{Note|Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.}}
:{{warning|This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!}}
:{{warning|This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!}}
|}}


== Outputs ==
{{O Targetname}}
{{O|OnCountdownFailed|Fired when the countdown has expired.|}}


== Output ==
==See also==
 
*[[List of Alien Swarm entities]]
;<code>OnObjectiveComplete</code>
*[[Swarm Objectives]]
:Fires an outpout when the objective is set complete, or in this case the countdown is cancelled.
:{{tip|Useful for designing dynamic list of objectives that change during gameplay.}}
 
;<code>OnCountdownFailed</code>
:Fired when the countdown has expired.
:{{Note|Seems pretty sensless, because when the countdown expires the mission fails anyway.}}
 
 
;<code>OnUser1-4</code>
:Fired in response to the FireUser inputs; see User Inputs and Outputs.
 
 
== See Also ==
 
;[[List of Alien Swarm entities]]
 


[[Category:Alien Swarm Entities]]
[[Category:Alien Swarm Entities]]

Latest revision as of 23:07, 20 April 2025

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

Entity description

It creates an objective that goes with a countdown. The objective must be set complete before the countdown expires or it will be set failed and the game will be lost.

Note.pngNote:This is a 'Jacob's Rest'-Campaign specific entity. If used, it will play the sounds from the 'Timor Station' level and create an HUD element saying "Nuclear Detonation Imminent".

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


Objective Description Line 1-4 ([todo internal name (i)]) <integer>
First 255 characters of the detail description for this objective.
Note.pngNote:Each "Line" will be displayed as one paragraph in the objectives list!


Marker Name ([todo internal name (i)]) <targetname>
Name of the target object that pinpoints this objective's location in the level.
Note.pngNote:Does not have any effect! To learn how to create map markings for your objectives refere to asw_marker.


Map Markings ([todo internal name (i)])
Used to mark areas on the map per objective. Follows this format: BRACKETS [x] [y] [w] [h].
Note.pngNote:Does not have any effect! To learn how to create map markings for your objectives refere to asw_marker.


HUD Icon ([todo internal name (i)])
Icon displayed next to the objective name on the HUD.
Icon 1-5 ([todo internal name (i)])
Icon displayed next to the map on the briefing.


Objective Image ([todo internal name (i)])
Name a VGUI texture to show as a screenshot for this objective.
Note.pngNote:Must be stored in the mods VGUI directory!


Visible ([todo internal name (i)])
Whether this objective is visible or hidden.
Note.pngNote:Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.


Countdown Lenght ([todo internal name (i)])
How many seconds before the level explodes.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.


StartCountdown
Begins the countdown sequence after which the mission will fail.


CancelCountdown
Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.


SetVisible
Toggles the visibility of an objective in the objectives list.
Note.pngNote:Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.
Warning.pngWarning:This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!

Outputs

OnCountdownFailed
Fired when the countdown has expired.

See also