Updateitem1: Difference between revisions

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{{portal point|updateitem1}} It was added by the March 1, 2010 update.
{{CD|CDinosaurSignal|file1=portal_radio.cpp}}
{{ent not in fgd|nolink=1|because=it can only be configured through code}}
{{this is a|point entity|game=Portal|name=updateitem1}} It was added by the March 1, 2010 update. This entity is the area where [[updateitem2]] will receive a signal (sprite turns green, sounds play, static sounds, etc...). The entity is automatically placed and configured in code based on the map name, and does nothing if placed manually through Hammer.


==Entity Description==
== See also ==
This entity seems to be the area where [[updateitem2]] will receive a signal (sprite turns green, sounds play, static sounds, etc...).
* {{ent|updateitem2}}
 
==Keyvalues==
* {{KV Targetname}}
* {{KV DamageFilter}}
* {{KV Parentname}}
* {{KV TFTeam}}
 
 
== Inputs ==
* ''Base''
{{IO|Kill|Removes this entity and any entities parented to it from the world.}}
{{IO|KillHierarchy|Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than <code>Kill</code>.}}
{{IO|SetParent|Move with this entity. See [[Entity Hierarchy (parenting)]].|param=string}}
{{IO|SetParentAttachment|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.|param=string}}
{{IO|SetParentAttachmentMaintainOffset|As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.|param=string}}
{{IO|ClearParent|Removes this entity from the the movement hierarchy, leaving it free to move independently.}}
{{IO|[[AddOutput]]|Evaluates a keyvalue/output on this entity. <br/>Format: <code><key> <value></code><br/>Format: <code><output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite></code>|param=string}}
{{IO|FireUser1|to=FireUser4|Fire the <code>OnUser</code> outputs; see [[User Inputs and Outputs]].}}
{{IO|Use|Same as a player invoking [[+use]]; may not do anything. Can also be invoked by creating an output that does not specify an input.<br /> This input is not included in Valve's [[FGD]]s.|nofgd=1}}
{{IO|DispatchEffect|Dispatches a special effect from the entity's origin. Removed and replaced entirely by the [[particle]] system since {{l4d}}.|param=string|nofgd=1}}
{{IO|DispatchResponse|Dispatches a response to the entity. See [[Response]] and [[Concept]].|param=string|nofgd=1}}
{{IO|AddContext|Adds to the entity's list of [[Response System|response contexts]]. Format is <code><key>:<value></code>.|param=string}}
{{IO|RemoveContext|Remove a context from this entity's list. The name should match the key of an existing context.|param=string}}
{{IO|ClearContext|Removes all contexts from this entity's list.|param=string}}<!--
-->{{#if:{{{l4d2|}}}|<!--
-->{{IO|RunScriptFile|Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.|param=script|since=L4D2}}
{{IO|RunScriptCode|Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. {{bug|In {{l4d2}}, the code is executed in the script scope of the entity that fires the output, ''not'' the one receiving the input.}} {{warning|Never try to pass string parameters to a script function with this input. It will corrupt the [[VMF]] structure because of the nested quotation marks, which then must be removed manually with a text editor.}}|param=string|since=L4D2}}
{{IO|CallScriptFunction|Execute a VScript function in the scope of the receiving entity.|param=string|since=L4D2|nofgd=1}}<!--
-->| }}{{#if:{{{portal2|}}}|<!--
-->{{IO|SetLocalOrigin|param=coordinates|since=AS|nofgd=1|Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.}}
{{IO|SetLocalAngles|param=angles|since=AS|nofgd=1|Set this entity's angles.}}<!--
-->| }}{{#if:{{{l4d2|}}}||{{#if:{{{portal2|}}}||{{#if:{{{base|}}}||<!--
-->{{IO|RunScriptFile|Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.|param=script|since=L4D2}}
{{IO|RunScriptCode|Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. {{bug| In {{l4d2}}, the code is executed in the script scope of the entity that fires the output, ''not'' the one receiving the input.}} {{warning|Never try to pass string parameters to a script function with this input. It will corrupt the [[VMF]] structure because of the nested quotation marks, which then must be removed manually with a text editor.}}|param=string|since=L4D2}}
{{IO|CallScriptFunction|Execute a VScript function in the scope of the receiving entity.|param=string|since=L4D2|nofgd=1}}
{{IO|SetLocalOrigin|param=coordinates|since=AS|nofgd=1|Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.}}
{{IO|SetLocalAngles|param=angles|since=AS|nofgd=1|Set this entity's angles.}}<!--
* {{I DamageFilter}}
* {{I Damage}}
 
== Outputs ==
* '''OnUser1'''
* '''OnUser2'''
* '''OnUser3'''
* '''OnUser4'''
 
== See Also ==
* [[Updateitem2]]

Latest revision as of 06:09, 30 April 2025

C++ Class hierarchy
CDinosaurSignal
CBaseEntity
C++ portal_radio.cpp
Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it can only be configured through code.

updateitem1 is a point entity available in Portal Portal. It was added by the March 1, 2010 update. This entity is the area where updateitem2 will receive a signal (sprite turns green, sounds play, static sounds, etc...). The entity is automatically placed and configured in code based on the map name, and does nothing if placed manually through Hammer.

See also