Template:I Targetname: Difference between revisions

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(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.)
(KillHierarchy kills children faster than Kill, tested with 32 objects parented to each other and timing them, with host_timescale 1 and host_timescale 0.1. Only useful if you need very precise Kill I/O to happen)
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{{ScrollBox|title=Targetname|noscroll=true|
{{ScrollBox|title=Targetname|noscroll=true|
{{IO|Kill|Removes this entity and any entities parented to it from the world.}}
{{IO|Kill|Removes this entity and any entities parented to it from the world.}}
{{IO|KillHierarchy|Functions the same as <code>Kill</code>}}
{{IO|KillHierarchy|Functions the same as <code>Kill</code>, although entities with a large number of children are killed marginally faster.}}
{{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 15:23, 24 May 2018

Targetname:
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
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.