Point hurt: Difference between revisions
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Note:This entity can be parented, although this is this by default missing from Valve's FGDs.
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.
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{{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}} | ||
{{note|This entity can be parented, although this is this by default missing from Valve's FGDs.}} | |||
== Keyvalues == | == Keyvalues == | ||
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{{damage type}} | {{damage type}} | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV Parentname}} | |||
== Inputs == | == Inputs == | ||
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{{IO|Toggle|Toggle this entity between On/Off state.}} | {{IO|Toggle|Toggle this entity between On/Off state.}} | ||
{{I Targetname}} | {{I Targetname}} | ||
{{I Parentname}} | |||
== Outputs == | == Outputs == | ||
{{O Targetname}} | {{O Targetname}} |
Revision as of 13:21, 1 September 2018

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
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
- 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.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.