Point hurt: Difference between revisions

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{{wrongtitle|title=point_hurt}}
[[File:point_hurt.png|left|link=]]
{{base_point}}


==Entity Description==
{{base_point|point_hurt}} It does damage to all entities in a radius around itself, with a specified delay. If 'Target Entity' is specified, the damage is only done to that entity. You will need to create a brush and then move that to an entity.{{clr}}
[[Image:{{PAGENAME}}.png|left]]An entity that does damage to all entities in a radius around itself, with a specified delay. If 'Target Entity' is specified, the damage is only done to that entity. You will need to create a brush and then move that to an entity .{{clr}}


==Availability==
{{in game|point}} {{game-base}}
{{in code|class=class_c_point_hurt.html CPointHurt|file=pointhurt_8cpp-source.html pointhurt.cpp}}
{{in code|class=class_c_point_hurt.html CPointHurt|file=pointhurt_8cpp-source.html pointhurt.cpp}}


==Keyvalues==
== Keyvalues ==
*{{KV Targetname}}
{{KV|Target Entity|string|If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage.}}
*'''DamageTarget'''
{{KV|Radius|float|All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage.}}
:<string> If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage.
{{KV|Damage|integer|Damage done to all affected entities each time this entity fires.}}
*'''DamageRadius'''
{{KV|Delay|float|Delay between refires, in seconds.}}
:<float> All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage.
{{KV|[[Damage types|Damage Type]]|choices|Type of damage to inflict on entities damaged.}}
*'''Damage'''
{{damage type}}
:<integer> Damage done to all affected entities each time this entity fires.
{{KV Targetname}}
*'''DamageDelay'''
:<float> Delay between refires, in seconds.
*'''DamageType'''
:<choices> Damage Type. : "Type of damage to inflict on entities damaged."
:{| class=standard-table
! Literal value || Description
|-
| 0 || GENERIC
|-
| 1 || CRUSH
|-
| 2 || BULLET
|-
| 4 || SLASH
|-
| 8 || BURN
|-
| 16 || FREEZE
|-
| 32 || FALL
|-
| 64 || BLAST
|-
| 128 || CLUB
|-
| 256 || SHOCK
|-
| 512 || SONIC
|-
| 1024 || ENERGYBEAM
|-
| 16384 || DROWN
|-
| 32768 || PARALYSE
|-
| 65536 || NERVEGAS
|-
| 131072 || POISON
|-
| 262144 || RADIATION
|-
| 524288 || DROWNRECOVER
|-
| 1048576 || CHEMICAL
|-
| 2097152 || SLOWBURN
|-
| 4194304 || SLOWFREEZE
|}


==Inputs==
== Inputs ==
*{{i Targetname}}
{{IO|Hurt|Force a single fire, damaging either the Target Entity or all entities within the radius.}}
*'''Hurt'''
{{IO|TurnOn|Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.}}
:Force a single fire, damaging either the Target Entity or all entities within the radius.
{{IO|TurnOff|Disable this entity. It will stop damaging entities.}}
*'''TurnOn'''
{{IO|Toggle|Toggle this entity between On/Off state.}}
:Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.
{{I Targetname}}
*'''TurnOff'''
:Disable this entity. It will stop damaging entities.
*'''Toggle'''
:Toggle this entity between On/Off state.


==Outputs==
== Outputs ==
*{{o Targetname}}
{{O Targetname}}

Revision as of 04:37, 28 July 2011

Point hurt.png

Template:Base point It does damage to all entities in a radius around itself, with a specified delay. If 'Target Entity' is specified, the damage is only done to that entity. You will need to create a brush and then move that to an entity.

Template:In code

Keyvalues

Target Entity ([todo internal name (i)]) <string>
If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage.
Radius ([todo internal name (i)]) <float>
All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage.
Damage ([todo internal name (i)]) <integer>
Damage done to all affected entities each time this entity fires.
Delay ([todo internal name (i)]) <float>
Delay between refires, in seconds.
Damage Type ([todo internal name (i)]) <choices>
Type of damage to inflict on entities damaged.
  • 0: GENERIC
  • 1: CRUSH
  • 2: BULLET
  • 4: SLASH
  • 8: BURN
  • 16: VEHICLE / (TRAIN Team Fortress 2)
  • 32: FALL
  • 64: BLAST
  • 128: CLUB
  • 256: SHOCK (Spawns particle with missing texture in Left 4 Dead 2)
  • 512: SONIC
  • 1024: ENERGYBEAM
  • 16384: DROWN
  • 32768: PARALYSE
  • 65536: NERVEGAS / (SAWBLADE Team Fortress 2)
  • 131072: POISON
  • 262144: RADIATION
  • 524288: DROWNRECOVER
  • 1048576: ACID / (CRITICAL Team Fortress 2)
  • 2097152: SLOWBURN
  • 4194304: REMOVENORAGDOLL
  • 16777216: FULLGIB (in Left 4 Dead seriesLeft 4 Dead series)
Note.pngNote:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
  • VEHICLE is named FREEZE
  • ACID is named CHEMICAL
  • REMOVENORAGDOLL is named SLOWFREEZE
Tip.pngTip:Team Fortress 2 Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.


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

Inputs

Hurt
Force a single fire, damaging either the Target Entity or all entities within the radius.
TurnOn
Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.
TurnOff
Disable this entity. It will stop damaging entities.
Toggle
Toggle this entity between On/Off state.


Outputs