Use: Difference between revisions

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All entities have a '''Use''' [[input]], though many do nothing in response to it. Typically, it performs the action players most expect when interacting with the entity (e.g. opening/closing a door, picking up a physics object). There are four methods to invoke it:
{{lang|Use}}
All entities have a [[Use]] [[input]], though many do nothing in response to it. Typically, it performs the action players most expect when interacting with the entity (e.g., opening/closing a door, picking up a physics object). There are four methods to invoke it:
#A player looking at the entity and using the <code>+use</code> console command (commonly bound to the {{key|E}} key).
#A player looking at the entity and using the <code>+use</code> console command (commonly bound to the {{key|E}} key).
#An entity [[output]] that specifies the <code>Use</code> input, or not specifying any input.
#An entity [[output]] that specifies the <code>Use</code> input, or not specifying any input.
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It doesn't appear possible to specify <code>USE_TYPE</code> or <code>value</code> through the I/O system.
It doesn't appear possible to specify <code>USE_TYPE</code> or <code>value</code> through the I/O system.
[[Category:Level Design]]
[[Category:Level Design]][[Category:Programming]]
[[Category:Programming]]

Revision as of 19:37, 9 May 2022

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All entities have a Use input, though many do nothing in response to it. Typically, it performs the action players most expect when interacting with the entity (e.g., opening/closing a door, picking up a physics object). There are four methods to invoke it:

  1. A player looking at the entity and using the +use console command (commonly bound to the E key).
  2. An entity output that specifies the Use input, or not specifying any input.
  3. Directly calling the C++ function.
  4. If an entity without a use function is parented to one which does, it will passthrough the input to the parent.

Programming

Although there is always a Use input, the actual Use function of an entity starts null. It can be assigned at any time with SetUse( void *SomeFunc(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) ).

It doesn't appear possible to specify USE_TYPE or value through the I/O system.