Game coopmission manager: Difference between revisions
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==Entity description== | ==Entity description== | ||
An entity that keeps track of the coop wave/phase and fires [[output]]s when players complete them. | |||
== Keyvalues == | == Keyvalues == | ||
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== Outputs == | == Outputs == | ||
{{IO|OnMissionCompleted| | {{IO|OnMissionCompleted|Called when the mission is completed.}} | ||
{{IO|OnRoundLostKilled| | {{IO|OnRoundLostKilled|Called when the round is lost and the players are killed.}} | ||
{{IO|OnRoundLostTime| | {{IO|OnRoundLostTime|Called when the round is lost because time ran out.}} | ||
{{IO|OnRoundReset| | {{IO|OnRoundReset|Called when the round resets.}} | ||
{{IO|OnSpawnsReset| | {{IO|OnSpawnsReset|Called right before the level restarts, so the spawns can be set up.}} | ||
{{IO|OnWaveCompleted| | {{IO|OnWaveCompleted|Called when the players kill all enemies in this wave/section.}} | ||
{{IO| | {{IO|OnUser1|to=OnUser4|These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see [[User Inputs and Outputs]].}} | ||
== See Also== | == See Also== | ||
* [[List of Counter-Strike: Global Offensive Script Functions#Co-op_Strike_related|List of Counter-Strike: Global Offensive Script Functions]] | * [[List of Counter-Strike: Global Offensive Script Functions#Co-op_Strike_related|List of Counter-Strike: Global Offensive Script Functions]] |
Revision as of 12:52, 16 March 2016
game_coopmission_manager
is a point entity available in Counter-Strike: Global Offensive.
Entity description
An entity that keeps track of the coop wave/phase and fires outputs when players complete them.
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
Inputs
Outputs
- OnMissionCompleted
- Called when the mission is completed.
- OnRoundLostKilled
- Called when the round is lost and the players are killed.
- OnRoundLostTime
- Called when the round is lost because time ran out.
- OnRoundReset
- Called when the round resets.
- OnSpawnsReset
- Called right before the level restarts, so the spawns can be set up.
- OnWaveCompleted
- Called when the players kill all enemies in this wave/section.
- OnUser1 to OnUser4
- These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.