Func buyzone: Difference between revisions

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{{stub}}
{{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}}
* '''targetname'''
: <string> Name given to the entity
 
* '''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 or target).
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 Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
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 Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

|}