Entity parameters inputs outputs: Difference between revisions
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What you are looking for, is parameters names at end of each lines. Ignore first names, you can't use those in Hammer Editor.<br><br> | What you are looking for, is parameters names at end of each lines. Ignore first names, you can't use those in Hammer Editor.<br><br> | ||
<gallery heights=256px widths=320px mode=nolines> | |||
Point tesla m bOn.png | |||
Point tesla OnUser1.png | |||
Point tesla DoSpark.png | |||
</gallery> | |||
<code style="white-space: pre"> | <code style="white-space: pre"> | ||
"point_tesla" | "point_tesla" | ||
{ | { | ||
"keys" | "keys" | ||
{ | { | ||
"m_SourceEntityName" | "m_SourceEntityName" <font style="color:yellow">"m_SourceEntityName"</font> | ||
"m_SoundName (String)" | "m_SoundName (String)" <font style="color:yellow">"m_SoundName"</font> | ||
"m_iszSpriteName (String)" | "m_iszSpriteName (String)" <font style="color:yellow">"texture"</font> | ||
"m_Color" | "m_Color" <font style="color:yellow">"m_Color"</font> | ||
"m_flRadius" | "m_flRadius" <font style="color:yellow">"m_flRadius"</font> | ||
"m_flThickness" | "m_flThickness" <font style="color:yellow">"thick_max"</font> | ||
"m_flTimeVisible" | "m_flTimeVisible" <font style="color:yellow">"lifetime_max"</font> | ||
"m_flArcInterval" | "m_flArcInterval" <font style="color:yellow">"interval_max"</font> | ||
"m_NumBeams" | "m_NumBeams" <font style="color:yellow">"beamcount_max"</font> | ||
"m_bOn" | "m_bOn" <font style="color:yellow">"m_bOn"</font> | ||
... skipped most parameters | |||
} | |||
"inputs" | |||
{ | |||
"InputTurnOn" <font style="color:yellow">"TurnOn"</font> | |||
"InputTurnOff" <font style="color:yellow">"TurnOff"</font> | |||
"InputDoSpark" <font style="color:yellow">"DoSpark"</font> | |||
"m_iInitialTeamNum" <font style="color:yellow">"TeamNum"</font> | |||
"InputSetTeam" <font style="color:yellow">"SetTeam"</font> | |||
"InputKill" <font style="color:yellow">"Kill"</font> | |||
... skipped most parameters | |||
"InputAddOutput" <font style="color:yellow">"AddOutput"</font> | |||
"InputFireUser1" <font style="color:yellow">"FireUser1"</font> | |||
"InputFireUser2" <font style="color:yellow">"FireUser2"</font> | |||
"InputFireUser3" <font style="color:yellow">"FireUser3"</font> | |||
"InputFireUser4" <font style="color:yellow">"FireUser4"</font> | |||
} | |||
"outputs" | |||
{ | |||
"m_OnUser1" <font style="color:yellow">"OnUser1"</font> | |||
"m_OnUser2" <font style="color:yellow">"OnUser2"</font> | |||
"m_OnUser3" <font style="color:yellow">"OnUser3"</font> | |||
"m_OnUser4" <font style="color:yellow">"OnUser4"</font> | |||
} | |||
} | |||
</code> | </code> | ||
== See also == | |||
* [[Data Descriptions]] - Some information on how inputs and outputs function internally can be found here. | |||
* [[Entity creation]] | |||
* [[List of entities]] | |||
* [[Targetname]] | |||
* [[User Inputs and Outputs]] | |||
* [[AddOutput]] | |||
* [[Entity parameters inputs outputs]] - List of entities parameters, Inputs and Outputs (Advanced stuff) | |||
[[Category:IO System]] | |||
[[Category:Level Design]] |
Latest revision as of 05:51, 30 June 2024
Here is a experimental page list of entities paramaters, inputs and outputs.
- Most of these parameters would not work, but exist on entity.
- You can find entity parameters, which not found normally from Hammer World Editor.
These are huge files to display on Wiki, so it is better look from Github page.
Github:
EntityKeysInputsOutputs
There are lists from few games. CSGO, CSS, HL2MP, TF2, L4D, L4D2, FOF, ZPS.
- In Github, navigate folders so you find file called listclassnameoutputs.kv
These are text files in KeyValues structure. In Github, click file and next click View raw so you can read. This is list from CSGO game.
What you are looking for, is parameters names at end of each lines. Ignore first names, you can't use those in Hammer Editor.
"point_tesla"
{
"keys"
{
"m_SourceEntityName" "m_SourceEntityName"
"m_SoundName (String)" "m_SoundName"
"m_iszSpriteName (String)" "texture"
"m_Color" "m_Color"
"m_flRadius" "m_flRadius"
"m_flThickness" "thick_max"
"m_flTimeVisible" "lifetime_max"
"m_flArcInterval" "interval_max"
"m_NumBeams" "beamcount_max"
"m_bOn" "m_bOn"
... skipped most parameters
}
"inputs"
{
"InputTurnOn" "TurnOn"
"InputTurnOff" "TurnOff"
"InputDoSpark" "DoSpark"
"m_iInitialTeamNum" "TeamNum"
"InputSetTeam" "SetTeam"
"InputKill" "Kill"
... skipped most parameters
"InputAddOutput" "AddOutput"
"InputFireUser1" "FireUser1"
"InputFireUser2" "FireUser2"
"InputFireUser3" "FireUser3"
"InputFireUser4" "FireUser4"
}
"outputs"
{
"m_OnUser1" "OnUser1"
"m_OnUser2" "OnUser2"
"m_OnUser3" "OnUser3"
"m_OnUser4" "OnUser4"
}
}
See also
- Data Descriptions - Some information on how inputs and outputs function internally can be found here.
- Entity creation
- List of entities
- Targetname
- User Inputs and Outputs
- AddOutput
- Entity parameters inputs outputs - List of entities parameters, Inputs and Outputs (Advanced stuff)