Func buyzone: Difference between revisions
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{{css brush|func_buyzone}} It is used to define the "Buy Zones" used by Terrorists and Counter-Terrorists in the game to purchase their weapons and equipment. | {{css brush|func_buyzone}} It is used to define the "Buy Zones" used by Terrorists and Counter-Terrorists in the game to purchase their weapons and equipment. | ||
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== Keyvalues== | == Keyvalues== | ||
* {{KV Targetname}} | |||
* | |||
* '''Team number (int)''' | * '''Team number (int)''' | ||
: <choices> The team that can use the buyzone. (Default is "0") | : <choices> The team that can use the buyzone. (Default is "0") | ||
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| 2 || Counter-Terrorist | | 2 || Counter-Terrorist | ||
|} | |} | ||
==Inputs== | |||
* {{I Trigger}} | |||
==Outputs== | |||
* {{I Trigger}} | |||
[[Category:Counter-Strike: Source Entities]] | [[Category:Counter-Strike: Source Entities]] |
Revision as of 14:03, 9 November 2011
Template:Css brush It is used to define the "Buy Zones" used by Terrorists and Counter-Terrorists in the game to purchase their weapons and equipment.
To choose what team you want to use the buyzone with (terrorist or counter-terrorist) you simply change the team number (default is "0") to either Counter-Terrorist or Terrorist.
Keyvalues
- 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
- Team number (int)
- <choices> The team that can use the buyzone. (Default is "0")
Value Description 1 Terrorist 2 Counter-Terrorist
Inputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (in all games since
)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in:
)
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- DisableAndEndTouch (only in
)
- Disables this trigger and calls EndTouch on all currently-touching entities.
|}
Outputs
- {| class="mw-collapsible mw-collapsed" style="background:initial;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | BaseTrigger |
- Toggle
- Toggles this trigger between enabled and disabled states.
- Enable
- Enable trigger
- Disable
- Disable trigger
- TouchTest (in all games since
)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Bug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base. (tested in:
)
- StartTouch (in all games since
) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- DisableAndEndTouch (only in
)
- Disables this trigger and calls EndTouch on all currently-touching entities.
|}