Game zone player: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Cleanup)
mNo edit summary
Line 1: Line 1:
{{base brush|game_zone_player}}
{{base brush|game_zone_player}} It is used to count the number of players, dead or alive, within the volume of the brush.  
{{sensor brush}}
 
==Entity Description==
A [[brush entity]] used to count the number of players, dead or alive, within the volume of the brush.  


{{code class|CGamePlayerZone|maprules.cpp}}
{{code class|CGamePlayerZone|maprules.cpp}}
Line 22: Line 18:
{{IO|PlayersOutCount|Fired after a count, and contains the number of players found outside the zone.|param=integer}}
{{IO|PlayersOutCount|Fired after a count, and contains the number of players found outside the zone.|param=integer}}
{{O Targetname}}
{{O Targetname}}
{{sensor brush}}

Revision as of 07:28, 26 July 2011

Template:Base brush It is used to count the number of players, dead or alive, within the volume of the brush.

C++ In code, it is represented by theCGamePlayerZoneclass, defined in themaprules.cppfile.

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.

Inputs

CountPlayersInZone
Count the number of players in the zone, and fire the corresponding outputs.


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.

Outputs

OnPlayerInZone
Fired whenever a count finds a player inside the zone. (!activator is the player.)
OnPlayerOutZone
Fired whenever a count finds a player outside the zone. (!activator is the player.)
PlayersInCount <integerRedirectInput/integer>
Fired after a count, and contains the number of players found inside the zone.
PlayersOutCount <integerRedirectInput/integer>
Fired after a count, and contains the number of players found outside the zone.