Events player: Difference between revisions

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(Created page with "{{Entity|events_player|type=point|game=Vampire The Masquerade - Bloodlines}} Entity that use connections to define the events that happen to a player. {{note|May be only one o...")
 
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{{Entity|events_player|type=point|game=Vampire The Masquerade - Bloodlines}} Entity that use connections to define the events that happen to a player. {{note|May be only one on map.}}
{{this is a|point entity|name=events_player|game=Vampire: The Masquerade Bloodlines}} Entity that use connections to define the events that happen to a player. {{note|May be only one on map.}}


== Key Values ==
== Key Values ==
{{KV targetname}}
{{KV targetname}}
{{KV StartHidden}}
{{KV StartHidden}}
{{KV|Eanabled|intn=choices|Turn entity state On or Off.}}
{{KV|Enabled|intn=enabled|choices|Turn entity state On or Off.}}
:{| class=standard-table
:{| class=standard-table
!| Value || Description
!| Value || Description
Line 14: Line 14:


== Inputs ==
== Inputs ==
{{IO|SetSafeArea|Sets area safety type.}}
{{I|SetSafeArea|Sets area safety type.}}
{{IO|SetCopWaitArea|Sets cop waiting area.}}
{{I|SetCopWaitArea|Sets cop waiting area.}}
{{IO|SetCopGrace|Sets cop grace.}}
{{I|SetCopGrace|Sets cop grace.}}
{{IO|SetNosferatuTolerant|Sets nosferatu-tolerant area.}}
{{I|SetNosferatuTolerant|Sets nosferatu-tolerant area.}}
{{IO|SetNoFrenzyArea|Sets this area as frenzy-impossible.}}
{{I|SetNoFrenzyArea|Sets this area as frenzy-impossible.}}
{{IO|AIEnable|Enables AI.}}
{{I|AIEnable|Enables AI.}}
{{IO|HideCutsceneInterferingEntities|ides cutscene-related interfering entities.}}
{{I|HideCutsceneInterferingEntities|ides cutscene-related interfering entities.}}
{{IO|UnhideCutsceneInterferingEntities|Unhides cutscene-related interfering entities}}
{{I|UnhideCutsceneInterferingEntities|Unhides cutscene-related interfering entities}}
{{IO|PlayEndCredits|Show end-game credits.}}
{{I|PlayEndCredits|Show end-game credits.}}
{{IO|ClearDialogCombatTimers|Clear dialog combat timers.}}
{{I|ClearDialogCombatTimers|Clear dialog combat timers.}}
{{IO|SetParent|Changes the entity's parent in the movement hierarchy.}}
{{I|SetParent|Changes the entity's parent in the movement hierarchy.}}
{{IO|ClearParent|Removes this entity from the the movement hierarchy, leaving it free to move independently.}}
{{I|ClearParent|Removes this entity from the the movement hierarchy, leaving it free to move independently.}}


== Outputs==
== Outputs==
{{IO|CopsOutside|Fired when the cops outside.}}
{{O|CopsOutside|Fired when the cops outside.}}
{{IO|CopsComing|Fired when the cops are coming.}}
{{O|CopsComing|Fired when the cops are coming.}}
{{IO|StartCopPursuitMode|Fired when cop pursuit mode stars.}}
{{O|StartCopPursuitMode|Fired when cop pursuit mode stars.}}
{{IO|EndCopPursuitMode|Fired when cop pursuit mode ends.}}
{{O|EndCopPursuitMode|Fired when cop pursuit mode ends.}}
{{IO|StartCopAlertMode|Fired when cop alert mode starts.}}
{{O|StartCopAlertMode|Fired when cop alert mode starts.}}
{{IO|EndCopAlertMode|Fired when cop alert mode ends.}}
{{O|EndCopAlertMode|Fired when cop alert mode ends.}}
{{IO|StartHunterPursuitMode|Fired when hunter alert mode starts.}}
{{O|StartHunterPursuitMode|Fired when hunter alert mode starts.}}
{{IO|EndHunterPursuitMode|Fired when hunter alert mode ends.}}
{{O|EndHunterPursuitMode|Fired when hunter alert mode ends.}}
{{IO|MasqueradeLevel1|Fired when player's masquerade level reaches 1 point.}}
{{O|MasqueradeLevel1|Fired when player's masquerade level reaches 1 point.}}
{{IO|MasqueradeLevel2|Fired when player's masquerade level reaches 2 point.}}
{{O|MasqueradeLevel2|Fired when player's masquerade level reaches 2 point.}}
{{IO|MasqueradeLevel3|Fired when player's masquerade level reaches 3 point.}}
{{O|MasqueradeLevel3|Fired when player's masquerade level reaches 3 point.}}
{{IO|MasqueradeLevel4|Fired when player's masquerade level reaches 4 point.}}
{{O|MasqueradeLevel4|Fired when player's masquerade level reaches 4 point.}}
{{IO|MasqueradeLevel5|Fired when player's masquerade level reaches 5 point.}}
{{O|MasqueradeLevel5|Fired when player's masquerade level reaches 5 point.}}
{{IO|MasqueradeLevelChanged|Fired when player's masquerade level changed.}}
{{O|MasqueradeLevelChanged|Fired when player's masquerade level changed.}}
{{IO|PlayerHasNoBlood|Fired when player needs blood.}}
{{O|PlayerHasNoBlood|Fired when player needs blood.}}
{{IO|CombatMusicStart|Fired when combat music starts playing.}}
{{O|CombatMusicStart|Fired when combat music starts playing.}}
{{IO|CombatMusicEnd|Fired when combat music stops playing.}}
{{O|CombatMusicEnd|Fired when combat music stops playing.}}
{{IO|AlertMusicStart|Fired when alert music starts playing.}}
{{O|AlertMusicStart|Fired when alert music starts playing.}}
{{IO|AlertMusicEnd|Fired when alert music stops playing.}}
{{O|AlertMusicEnd|Fired when alert music stops playing.}}
{{IO|NormalMusicStart|Fired when normal music starts playing.}}
{{O|NormalMusicStart|Fired when normal music starts playing.}}
{{IO|NormalMusicEnd|Fired when normal music stops playing.}}
{{O|NormalMusicEnd|Fired when normal music stops playing.}}

Latest revision as of 08:55, 15 May 2025

events_player is a point entity available in Vampire: The Masquerade – Bloodlines Vampire: The Masquerade – Bloodlines. Entity that use connections to define the events that happen to a player.

Note.pngNote:May be only one on map.

Key Values

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

Start Hidden (StartHidden) <boolean>
Don't spawn the entity while the script command didn't sent.[sic]
Enabled (enabled) <choices>
Turn entity state On or Off.
Value Description
0 No
1 Yes

Inputs

SetSafeArea
Sets area safety type.
SetCopWaitArea
Sets cop waiting area.
SetCopGrace
Sets cop grace.
SetNosferatuTolerant
Sets nosferatu-tolerant area.
SetNoFrenzyArea
Sets this area as frenzy-impossible.
AIEnable
Enables AI.
HideCutsceneInterferingEntities
ides cutscene-related interfering entities.
UnhideCutsceneInterferingEntities
Unhides cutscene-related interfering entities
PlayEndCredits
Show end-game credits.
ClearDialogCombatTimers
Clear dialog combat timers.
SetParent
Changes the entity's parent in the movement hierarchy.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

CopsOutside
Fired when the cops outside.
CopsComing
Fired when the cops are coming.
StartCopPursuitMode
Fired when cop pursuit mode stars.
EndCopPursuitMode
Fired when cop pursuit mode ends.
StartCopAlertMode
Fired when cop alert mode starts.
EndCopAlertMode
Fired when cop alert mode ends.
StartHunterPursuitMode
Fired when hunter alert mode starts.
EndHunterPursuitMode
Fired when hunter alert mode ends.
MasqueradeLevel1
Fired when player's masquerade level reaches 1 point.
MasqueradeLevel2
Fired when player's masquerade level reaches 2 point.
MasqueradeLevel3
Fired when player's masquerade level reaches 3 point.
MasqueradeLevel4
Fired when player's masquerade level reaches 4 point.
MasqueradeLevel5
Fired when player's masquerade level reaches 5 point.
MasqueradeLevelChanged
Fired when player's masquerade level changed.
PlayerHasNoBlood
Fired when player needs blood.
CombatMusicStart
Fired when combat music starts playing.
CombatMusicEnd
Fired when combat music stops playing.
AlertMusicStart
Fired when alert music starts playing.
AlertMusicEnd
Fired when alert music stops playing.
NormalMusicStart
Fired when normal music starts playing.
NormalMusicEnd
Fired when normal music stops playing.