Logic achievement: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(cleanup)
No edit summary
Line 1: Line 1:
{{ep2}} {{portal}} '''logic_achievement''' is a [[point entity]] available in [[Half-Life 2: Episode Two]] and [[Portal]]. It fires events that unlock or aid progression toward achievements.
{{point ent|logic_achievement}} It fires events that unlock or aid progression toward achievements.


Since achievements cannot currently be created or modified without access to the [[Steamworks]] backend, this entity is of limited use to modders.
Since achievements cannot currently be created or modified without access to the [[Steamworks]] backend, this entity is of limited use to modders.
Line 24: Line 24:
: Fires when the <code>FireEvent</code> input is received.
: Fires when the <code>FireEvent</code> input is received.
{{O Targetname}}
{{O Targetname}}
{{DISPLAYTITLE:logic_achievement}}
[[Category:Entities]]
[[Category:Half-Life 2: Episode Two Entities]]
[[Category:Portal Entities]]

Revision as of 05:25, 25 July 2010

Template:Point ent It fires events that unlock or aid progression toward achievements.

Since achievements cannot currently be created or modified without access to the Steamworks backend, this entity is of limited use to modders.

Keyvalues

Achievement Event <choices>
The event that will be triggered. A game will only accept its own achievements.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
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

Toggle
If the entity is disabled, it cannot relay the achievement message.
FireEvent
Tells the achievement system the specifed event has occured.

EnableDisable:

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


Outputs

OnFired
Fires when the FireEvent input is received.