Func guntarget: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{CD|CGunTarget|file1=guntarget.cpp}} | |||
{{tabs|Func guntarget|goldsrc=1|source=1|main=source}} | |||
{{this is a|brush entity|name=func_guntarget}} | |||
It is a moving target that moves along a path of {{ent|path_track}}s. It can be shot and killed. | |||
__NOTOC__ | |||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV|Speed (units per second)|intn=speed|integer|The speed at which the target moves along its path.}} | |||
{{KV|First stop target|intn=target|target_destination|The name of the first path_track entity in the path that this target should follow.}} | |||
{{KV|Damage to Take|intn=health|integer|The amount of damage taken before this target is killed.}} | |||
== | == Inputs == | ||
{{I|Start|Start the target moving.}} | |||
{{I|Stop|Stop the target from moving.}} | |||
{{I|Toggle|Toggle the target between moving and stopped.}} | |||
== | == Outputs == | ||
{{ | {{O|OnDeath|Fires when the target is killed. {{activator|killer}}}} | ||
== | == See Also == | ||
*{{ | * {{ent|path_track}} | ||
Latest revision as of 21:45, 19 April 2025


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CGunTarget |
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func_guntarget
is a brush entity available in all Source games.
It is a moving target that moves along a path of path_tracks. It can be shot and killed.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Speed (units per second) (speed) <integer>
- The speed at which the target moves along its path.
- First stop target (target) <targetname>
- The name of the first path_track entity in the path that this target should follow.
- Damage to Take (health) <integer>
- The amount of damage taken before this target is killed.
Inputs
- Start
- Start the target moving.
- Stop
- Stop the target from moving.
- Toggle
- Toggle the target between moving and stopped.
Outputs
- OnDeath
- Fires when the target is killed. (!activator is the killer)