This article's documentation is for the "GoldSrc" engine. Click here for more information.

Targetname (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
mNo edit summary
 
(9 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{TabsBar|main=Targetname}}
{{TabsBar|main=Targetname}}
{{stub}}
{{stub}}
A '''targetname''' (also known simply as '''Name''') is the name of an entity. A targetname is not required for an entity to exist, but generally must be present for an entity to be a target or killtarget of another entity.
{{This is a|keyvalue|name=targetname|engine=GoldSrc}} A '''targetname''' (also known simply as '''Name''') is the name of an entity. A targetname is not required for an entity to exist, but generally must be present for an entity to be [[target]]ed (or [[killtarget]]ed) by another entity.
 
To avoid issues, targetnames should not have any special characters, only ASCII letters, numbers, hyphens, and underscores.
{{confirm|Using hash/pound signs in the targetname may make it unable to be targeted by {{ent|multi_manager}}.}}
 
Naming certain entities, such as [[func_door (GoldSrc)|doors]] and [[light (GoldSrc)|lights]], can alter their behavior.


== Player Events ==
== Player Events ==
Any entity with the following targetnames will by fired/used (what's the correct terminology in goldsrc ?{{confirm}}) when that event occurs.
Any entity with the following targetnames will be targeted when that event occurs.
* <code>game_playerdie</code> - Fires every time a {{ent|player}} dies. The player who died is the activator.
* <code>game_playerdie</code> - Fires every time a {{ent|player|engine=goldsrc}} dies. The player who died is the activator.
* <code>game_playerkill</code> - Fires every time a {{ent|player}} kills another player, the killer is the activator.
* <code>game_playerkill</code> - Fires every time a {{ent|player|engine=goldsrc}} kills another player, the killer is the activator.
* <code>game_playerjoin</code> - Fires every time a {{ent|player}} joins the game in multiplayer, the joining player is the activator.
* <code>game_playerjoin</code> - Fires every time a {{ent|player|engine=goldsrc}} joins the game in multiplayer, the joining player is the activator.
* <code>game_playerspawn</code> - Fires every time a {{ent|player}} spawns, with the spawning player as the activator.
* <code>game_playerspawn</code> - Fires every time a {{ent|player|engine=goldsrc}} spawns, with the spawning player as the activator.
* <code>game_playerleave</code> - Fires every time a {{ent|player}} leaves the game, the player that is leaving is the activator.
* <code>game_playerleave</code> - Fires every time a {{ent|player|engine=goldsrc}} leaves the game, the player that is leaving is the activator.
 
=== Example ===
The following {{ent|game_player_equip|engine=goldsrc}} will give crossbow ammo to a player every time they kill another player.
<pre>
{
"targetname" "game_playerkill"
"ammo_crossbow" "1"
"origin" "1 1 1"
"classname" "game_player_equip"
}
</pre>

Latest revision as of 09:19, 21 April 2025

edit

Stub

This article or section is a stub. You can help by expanding it.

targetname is a keyvalue available in all GoldSrc GoldSrc games. A targetname (also known simply as Name) is the name of an entity. A targetname is not required for an entity to exist, but generally must be present for an entity to be targeted (or killtargeted) by another entity.

To avoid issues, targetnames should not have any special characters, only ASCII letters, numbers, hyphens, and underscores.

Confirm:Using hash/pound signs in the targetname may make it unable to be targeted by multi_manager.

Naming certain entities, such as doors and lights, can alter their behavior.

Player Events

Any entity with the following targetnames will be targeted when that event occurs.

  • game_playerdie - Fires every time a player dies. The player who died is the activator.
  • game_playerkill - Fires every time a player kills another player, the killer is the activator.
  • game_playerjoin - Fires every time a player joins the game in multiplayer, the joining player is the activator.
  • game_playerspawn - Fires every time a player spawns, with the spawning player as the activator.
  • game_playerleave - Fires every time a player leaves the game, the player that is leaving is the activator.

Example

The following game_player_equip will give crossbow ammo to a player every time they kill another player.

{
"targetname" "game_playerkill"
"ammo_crossbow" "1"
"origin" "1 1 1"
"classname" "game_player_equip"
}