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Scripted target: Difference between revisions

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{{wrongtitle|title=scripted_target}}
{{stub}}
{{cleanup}}
{{Ent not in fgd}}
{{this is a|point entity|name=scripted_target|except=Left 4 Dead series}}
{{CD|CScriptedTarget|file1=scriptedtarget.cpp}} A point entity that targets an [[NPC]] for use in [[scripted sequence]]s.


scripted_target
==Keyvalues==
{{KV Targetname}}
{{KV Parentname}}
{{KV StartDisabled}}
{{KV|intn=m_iszEntity|Target NPC|float|}}
{{KV|intn=m_flRadius|Search radius|float|Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.}}
{{KV|intn=MoveSpeed|Move Speed|float|}}
{{KV|intn=PauseDuration|Pause duration|float|}}
{{KV|intn=EffectDuration|Effect duration|float|}}
{{KV|intn=target|Next Target|target_destination|}}


Scripted Target
==Inputs==
{{I Parentname}}
{{I EnableDisable}}


KEYS
==Outputs==
 
{{O|AtTarget|Fires when NPC reaches this target|activator=NPC}}
Name targetname <target_source> The name that other entities refer to this entity by.
{{O|LeaveTarget|Fires when NPC leaves this target|activator=NPC}}
 
Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
 
Start Disabled StartDisabled <choices>
 
Target NPC m_iszEntity <npcclass>
 
Search Radius (0=everywhere) m_flRadius <integer> Radius to search within for an NPC to use. 0 searches everywhere.
 
Move Speed MoveSpeed <integer>
 
Pause Duration PauseDuration <integer>
 
Effect Duration EffectDuration <integer>
 
Next Target target <target_destination>
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
Enable Enable this entity
 
Disable Disable this entity
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.
 
AtTarget Fires when NPC reaches this target
 
LeaveTarget Fires when NPC leaves this target

Latest revision as of 06:46, 4 June 2025

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Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Counter-Strike: Global Offensive FGD by default.
See below for instructions on making it available.

scripted_target is a point entity available in all Source Source games except Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series.

C++ Class hierarchy
CScriptedTarget
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ scriptedtarget.cpp

A point entity that targets an NPC for use in scripted sequences.

Keyvalues

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Target NPC (m_iszEntity) <float>
Search radius (m_flRadius) <float>
Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.
Move Speed (MoveSpeed) <float>
Pause duration (PauseDuration) <float>
Effect duration (EffectDuration) <float>
Next Target (target) <targetname>

Inputs

Parentname:
SetParent <stringRedirectInput/string>
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 the movement hierarchy, leaving it free to move independently.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

AtTarget
!activator = NPC
!caller = this entity
Fires when NPC reaches this target
LeaveTarget
!activator = NPC
!caller = this entity
Fires when NPC leaves this target