Generic Keyvalues, Inputs and Outputs/Inputs: Difference between revisions

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{{lang|Template:I BaseEntity}}
== Inputs ==
<onlyinclude><includeonly><!--
{{I|[[AddOutput]]|Assigns a new output/keyvalue on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if it's simply just changed through this input.<br />Format: {{code|<output name> <target>:[input name]:[parameter]:[delay]:[max times to fire, -1 means infinite]}}<br />Format: {{code|<key> <value>}}|param=string}}
{{I|[[Kill]]|Removes this entity and any entities parented to it from the world.}}
{{I|FireUser1|to=FireUser4&nbsp;|param=string|Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].
:{{warning|Can take string parameter and doesn't do anything with it. This can cause an issue if this input is fired from outputs that can send a value. Make sure to specify dummy string in such cases other-wise the output will use its value as parameter causing the input to fail with "bad input/output link" error in console.}}}}
{{I|SetDamageFilter|param=targetname|Sets a [[filter]] for this entity for when it receives damage.}}


  ++ Base ++
=== Parenting ===
{{I|SetParent|param=targetname|special targets = supports !activator but not !caller|Move with this entity. See [[Entity Hierarchy (parenting)]].}}
{{I|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}}
{{I|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}}
{{I|ClearParent|Removes this entity from the movement hierarchy, leaving it free to move independently.}}
{{I|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>input.}}


-->{{ScrollBox|title=Base|noscroll={{{noscroll|1}}}
=== VScript <span id="VScript inputs" /> ===
|{{IO|AddContext|Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].|param=string}}
{{I|RunScriptFile|param=script|Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.|since={{l4d2}}|also={{tf2branch}}}}
{{IO|[[AddOutput]]|Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:{{ExpandBox|<syntaxhighlight lang="PowerShell">
{{I|RunScriptCode|param=string|Execute a string of VScript source code in the scope of the entity receiving the input. Variables <code>activator</code>, <code>caller</code>, <code>self</code> are available when the script is run (same applies to <tt>RunScriptFile</tt>).
// Format of changing KeyValues: "AddOutput [key] [value]"
:{{Hammer quote warning}}
//// Raw text:
:{{tip|1=In {{tf2branch}} backticks {{code2|`}} are converted to {{code2|"}} when the input is processed. If a string is needed in other games then <code>foreach</code> can be used like <code>foreach(k,v in {the_string_I_need=0}) printl(k)</code>, but that looks confusing and only strings that are also valid identifiers can be created this way so it's preferable to use <tt>RunScriptFile</tt> or [[Entity Scripts]] instead. Mind that using quotes itself within IO events is not an issue, so using <code>EntFire</code> or adding outputs via script can be done by escaping the quotes <code>\"</code>. Hammer does not provide a way to escape them. Example: <code>EntFire("target", "RunScriptCode", "printl(\"I am: \" + self + \" !\")")</code>.}}
"OnUser1" "!self,AddOutput,targetname new_name"
:{{bug|hidetested=1|Trying to use <code>activator</code> or <code>caller</code> by running this input on an entity that doesn't yet have a script scope will cause error as those variables are only populated when script scope exists. Calling the input second time will have them because the first call did create the script scope. This is fixed in {{tf2branch|2}}.}}
|since={{l4d2}}|also={{tf2branch}}}}
{{I|CallScriptFunction|Calls a VScript function defined in the scope of the receiving entity.|param=string|since={{l4d2}}|also={{tf2branch}}|nofgd=1}}
{{I|TerminateScriptScope|Destroys the script scope of the receiving entity.|only={{tf2branch}}|nofgd=1}}


// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
=== Context ===
//// Raw text:
{{I|AddContext|Adds to the entity's list of [[Response System|response contexts]]. See [[Context|Context]].|param=string}}
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
{{I|ClearContext|Removes all contexts from this entity's list.  
// Arguments can be left blank, but the empty blank should still be contained.
:{{warning|Should not be used outside of debugging purposes if vscript modding is available as one never knows what they might be deleting especially on player entities. There are often vscript mods that store information as contexts for various purposes. }} }}
//// Raw text:
{{I|RemoveContext|Remove a context from this entity's list. The name should match the key of an existing context.|param=string}}
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
 
</syntaxhighlight>| Syntax<nowiki>:</nowiki>}} | param=string }}
=== Rendering ===
{{IO|ClearContext|Removes all contexts from this entity's list.}}
{{I RenderFields}}
{{IO|ClearParent|Removes this entity from the the movement hierarchy, leaving it free to move independently.}}
{{I Shadow}}
{{IO|FireUser1|to=FireUser4|Fires the respective<code>OnUser</code>outputs; see [[User Inputs and Outputs]].}}
 
{{IO|Kill|Removes this entity and any entities parented to it from the world.}}
=== Miscellaneous ===
{{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>input.}}
{{Expand|
{{IO|RemoveContext|Remove a context from this entity's list. The name should match the key of an existing context.|param=string}}
{{I|Use|Same as a player invoking [[+use]]; no effect in most cases.|nofgd=1}}
{{IO|SetParent|Move with this entity. See [[Entity Hierarchy (parenting)]].|param=string}}
{{I|SetTeam|Changes this entity's team.|nofgd=1|param=integer}}
{{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}}
{{I|TeamNum|This input changes value for <code>TeamNum</code> property.|nofgd=1|param=integer}}
{{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}}
{{I|DispatchResponse|Dispatches a response to the entity. See [[Response]] and [[Concept]].|param=string|nofgd=1}}
{{IO|Use|Same as a player invoking [[+use]]; no effect in most cases.|nofgd=1}}
{{I|DispatchEffect|Dispatches a special effect from the entity's origin; See also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.|param=string|removed={{l4d}}|nofgd=1}}
{{IO|DispatchResponse|Dispatches a response to the entity. See [[Response]] and [[Concept]].|param=string|nofgd=1}}<!--
{{I|SetLocalOrigin|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.|param=coordinates|since={{portal 2}}|nofgd=1}}
-->{{#if: {{{as| {{{l4d2|}}} }}} | |{{IO|DispatchEffect|Dispatches a special effect from the entity's origin; see also [[List of Client Effects]]. Replaced by the [[particle]] system since {{l4d}}.|param=string|removed={{l4d}}|nofgd=1}} }}
{{I|SetLocalAngles|Set this entity's angles.|param=angles|since={{portal 2}}|nofgd=1}}
<!--
}}
  ++ Game Specifics ++
-->
<!-- We want to use as less #if blocks as possible to prevent too many imaginary line breaks -->
<!-- IF: L4D2 -->{{#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. {{Bugfix|In Hammer, using string arguments will corrupt the [[VMF]] file's structure, making the file unviewable for the next Hammer session.|Remove the string argument 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}}
<!-- {{portal2|}}} was for legacy support -->
| <!-- ELSE IF: NOT BASE [AS / P2] -->{{#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}}|also={{tf2}}}}
{{IO|RunScriptCode|param=string|since={{l4d2}}|also={{tf2}}|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 Hammer, using string arguments will corrupt the [[VMF]] file's structure, making the file unviewable for the next Hammer session.{{modernFix|Remove the string argument manually with a text editor.}}}}{{note|{{tf2}} Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.}}}}
{{IO|CallScriptFunction|Calls a VScript function defined in the scope of the receiving entity.|param=string|since={{l4d2}}|also={{tf2}}|nofgd=1}}
{{IO|TerminateScriptScope|Destroys the script scope of the receving entity.|only={{tf2}}|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. }}}} }} }}</includeonly></onlyinclude>
{{documentation}}
<!-- Add categories to the /doc subpage, not here -->

Latest revision as of 21:25, 26 July 2025

Inputs

AddOutput <stringRedirectInput/string>
Assigns a new output/keyvalue on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if it's simply just changed through this input.
Format: <output name> <target>:[input name]:[parameter]:[delay]:[max times to fire, -1 means infinite]
Format: <key> <value>
Kill
Removes this entity and any entities parented to it from the world.
FireUser1 to FireUser4  <stringRedirectInput/string>
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Warning.pngWarning:Can take string parameter and doesn't do anything with it. This can cause an issue if this input is fired from outputs that can send a value. Make sure to specify dummy string in such cases other-wise the output will use its value as parameter causing the input to fail with "bad input/output link" error in console.
SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.

Parenting

SetParent <targetnameRedirectInput/string>
supports !activator but not !caller
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 movement hierarchy, leaving it free to move independently.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.

VScript

RunScriptFile <scriptRedirectInput/string> (in all games since Left 4 Dead 2) (also in Team Fortress 2 branch)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <stringRedirectInput/string> (in all games since Left 4 Dead 2) (also in Team Fortress 2 branch)
Execute a string of VScript source code in the scope of the entity receiving the input. Variables activator, caller, self are available when the script is run (same applies to RunScriptFile).
Warning.pngWarning:Using the quote symbol " in any text field of a Hammer Object Properties Dialog will lead to VMF corruption, fixable only by editing the VMF directly with a text editor and removing the added quote symbol.
Tip.pngTip:In Team Fortress 2 branch backticks ` are converted to " when the input is processed. If a string is needed in other games then foreach can be used like foreach(k,v in {the_string_I_need=0}) printl(k), but that looks confusing and only strings that are also valid identifiers can be created this way so it's preferable to use RunScriptFile or Entity Scripts instead. Mind that using quotes itself within IO events is not an issue, so using EntFire or adding outputs via script can be done by escaping the quotes \". Hammer does not provide a way to escape them. Example: EntFire("target", "RunScriptCode", "printl(\"I am: \" + self + \" !\")").
Icon-Bug.pngBug:Trying to use activator or caller by running this input on an entity that doesn't yet have a script scope will cause error as those variables are only populated when script scope exists. Calling the input second time will have them because the first call did create the script scope. This is fixed in Team Fortress 2 branch Team Fortress 2 branch.
CallScriptFunction <stringRedirectInput/string> (in all games since Left 4 Dead 2) (also in Team Fortress 2 branch) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2 branch) !FGD
Destroys the script scope of the receiving entity.

Context

AddContext <stringRedirectInput/string>
Adds to the entity's list of response contexts. See Context.
ClearContext
Removes all contexts from this entity's list.
Warning.pngWarning:Should not be used outside of debugging purposes if vscript modding is available as one never knows what they might be deleting especially on player entities. There are often vscript mods that store information as contexts for various purposes.
RemoveContext <stringRedirectInput/string>
Remove a context from this entity's list. The name should match the key of an existing context.

Rendering

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Miscellaneous

Use  !FGD
Same as a player invoking +use; no effect in most cases.
SetTeam <integerRedirectInput/integer> !FGD
Changes this entity's team.
TeamNum <integerRedirectInput/integer> !FGD
This input changes value for TeamNum property.
DispatchResponse <stringRedirectInput/string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <stringRedirectInput/string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
SetLocalOrigin <coordinates> (in all games since Portal 2) !FGD
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.
SetLocalAngles <anglesRedirectInput/Vector> (in all games since Portal 2) !FGD
Set this entity's angles.