Point hurt: Difference between revisions
Jump to navigation
Jump to search
Note:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
Tip:
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.
m (Robot: Automated text replacement (-\{\|\r +{| class=standard-table)) |
(Cleanup) |
||
Line 1: | Line 1: | ||
[[File:point_hurt.png|left|link=]] | |||
{{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}} | |||
{{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|Target Entity|string|If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage.}} | |||
{{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.}} | |||
{{KV|Damage|integer|Damage done to all affected entities each time this entity fires.}} | |||
{{KV|Delay|float|Delay between refires, in seconds.}} | |||
{{KV|[[Damage types|Damage Type]]|choices|Type of damage to inflict on entities damaged.}} | |||
{{damage type}} | |||
{{KV Targetname}} | |||
==Inputs== | == Inputs == | ||
{{IO|Hurt|Force a single fire, damaging either the Target Entity or all entities within the radius.}} | |||
{{IO|TurnOn|Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.}} | |||
{{IO|TurnOff|Disable this entity. It will stop damaging entities.}} | |||
{{IO|Toggle|Toggle this entity between On/Off state.}} | |||
{{I Targetname}} | |||
==Outputs== | == Outputs == | ||
{{O Targetname}} |
Revision as of 04:37, 28 July 2011

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.
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.
- 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
)
- 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in
)
- 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE
)
- 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL
)
- 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in
)

VEHICLE
is namedFREEZE
ACID
is namedCHEMICAL
REMOVENORAGDOLL
is namedSLOWFREEZE


- 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
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.