Template:I Targetname: Difference between revisions

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(What is the point of KillHierarchy?)
(KillHierarchy does have a snippet of code that Kill does not have, however in my tests I observed them working 100% identically in all cases including parents, siblings, children, and grandchildren. If they actually are different, it is marginal.)
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{{IO|Kill|Removes this entity from the world.}}
{{IO|Kill|Removes this entity and any entities parented to it from the world.}}
{{note|Orphaned children get automatically deleted.}}
{{IO|KillHierarchy|Functions the same as <code>Kill</code>}}
{{IO|KillHierarchy|Removes this entity and all its children from the world.}}
{{confirm|Same as Kill...?}}
{{IO|AddOutput|Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.<br/>Format: <code><key> <value></code><br/>Format: <code><output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite></code>|param=string}}
{{IO|AddOutput|Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.<br/>Format: <code><key> <value></code><br/>Format: <code><output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite></code>|param=string}}
{{IO|FireUser1|to=FireUser4|Fire the <code>OnUser</code> outputs; see [[User Inputs and Outputs]].}}
{{IO|FireUser1|to=FireUser4|Fire the <code>OnUser</code> outputs; see [[User Inputs and Outputs]].}}

Revision as of 13:46, 24 May 2018

Targetname:
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.  [todo tested in ?]
Warning.pngWarning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note.pngNote:This input is missing from some games FGD files.
SetLocalOrigin <origin> (in all games since Alien Swarm) !FGD
Set this entity's origin in the map.
Note.pngNote:This input is missing from some games FGD files.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles in the map.
Note.pngNote:This input is missing from some games FGD files.