Asw objective triggered: Difference between revisions

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{{as point|asw_objective_triggered}}
{{this is a|point entity|game=Alien Swarm|name=asw_objective_triggered}}
It creates an objective (including an entry in the objectives list) which can be set complete via an input fired from any entity, which allows the designer to practically create every kind of mission objective he likes to.
 
==Entity description==
This Entity creates an objective (including an entry in the objectives list) which can be set complete via an input fired from any entity, which allows the designer to practically create every kind of mission objective they like to.


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


;Name:
{{KV|Objective Title||Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.}}
:The name that other entities refer to this entity by.
 
;Entity Scripts:
:Name(s) of script files that are executed after all entities have spawned.
 
;Script think function:
:Name of a function in this entity's script scope which will be called automatically.
 
 
;Objective Title:
:Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.
 
;Objective Description Line 1-4:
:First 255 characters of the detail description for this objective.
:{{Note|Each "Line" will be displayed as one paragraph in the objectives list!}}


{{KV|Objective Description Line 1-4|int|First 255 characters of the detail description for this objective.
:{{Note|Each "Line" will be displayed as one paragraph in the objectives list!}}}}


;Marker Name:
{{KV|Marker Name|targetname|Name of the target object that pinpoints this objective's location in the level.
:Name of the target object that pinpoints this objective's location in the level.
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}}}
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}


;Map Markings:
{{KV|Map Markings||Used to mark areas on the map per objective.  Follows this format: BRACKETS [x] [y] [w] [h].
:Used to mark areas on the map per objective.  Follows this format: BRACKETS [x] [y] [w] [h].
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}}}
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}


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


;Icon 1-5:
{{KV|Objective Image||Name a VGUI texture to show as a screenshot for this objective.
:Icon displayed next to the map on the briefing.
{{Note|Must be stored in the mods VGUI directory!}}}}


;Objective Image:
{{KV|Visible||Whether this objective is visible or hidden.
:Name a VGUI texture to show as a screenshot for this objective.
:{{Note|Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.}} }}
:{{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'.}}


== 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</code>
{{I|SetComplete||:Marks this objective as complete (will be marked with in the objectives list).}}
:Fire the OnUser outputs; see User Inputs and Outputs.  


;<code>Kill</code>
{{I|SetIncomplete||Marks this objective as incomplete (removes marker from objectives list).
:Removes this entity from the world.
 
 
;<code>SetComplete</code>
:Marks this objective as complete (will be marked with in the objectives list).
 
;<code>SetIncomplete</code>
:Marks this objective as incomplete (removes marker from objectives list).
:{{Note|Will not cause the mission to be failed!}}
:{{Note|Will not cause the mission to be failed!}}
:Warning: Mission can't be won if not every objective is set complete - only use on objectives that can be completed multiple times!
:Warning: Mission can't be won if not every objective is set complete - only use on objectives that can be completed multiple times!}}


;<code>SetFailed</code>
{{I|SetFailed||Marks this objective as failed.
:Marks this objective as failed.
:{{Note|Will cause the mission to fail, don't confuse up with SetIncomplete!}}}}
:{{Note|Will cause the mission to fail, don't confuse up with SetIncomplete!}}


;<code>SetVisible</code>
{{I|SetVisible|Toggles the visibility of an objective in the objectives list. In truth, this input should be called "SetVisibility" [of the objective] because you must include a "1" (visible) or "0" (invisible) to the parameter. Do not make the mistake of thinking that an input of "SetVisible" (alone, with no parameter input as well) will make the objective visible, even though the input wording implies it will.
: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 ==
== Outputs ==
{{O Targetname}}
{{O|OnObjectiveComplete||Fires an outpout when the objective is set complete. }}


;<code>OnObjectiveComplete</code>
== See also ==
:Fires an outpout when the objective is set complete.
*[[List of Alien Swarm entities]]
:{{tip|Useful for designing dynamic list of objectives that change during gameplay.}}
*[[Swarm Objectives]]
 
 
;<code>OnUser1-4</code>
:Fired in response to the FireUser inputs; see User Inputs and Outputs.
 
 
== See Also ==
 
;[[List of Alien Swarm entities]]
;[[Swarm Objectives]]
 
 


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

Latest revision as of 23:07, 20 April 2025

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

Entity description

This Entity creates an objective (including an entry in the objectives list) which can be set complete via an input fired from any entity, which allows the designer to practically create every kind of mission objective they like to.

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 Title ([todo internal name (i)])
Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.


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'.

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.


SetComplete


SetIncomplete


SetFailed


SetVisible
Toggles the visibility of an objective in the objectives list. In truth, this input should be called "SetVisibility" [of the objective] because you must include a "1" (visible) or "0" (invisible) to the parameter. Do not make the mistake of thinking that an input of "SetVisible" (alone, with no parameter input as well) will make the objective visible, even though the input wording implies it will.
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

OnObjectiveComplete

See also