AddOutput: Difference between revisions

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Syntax example with NO parameters: OutputName TargetName:Open::0:-1
Syntax example with NO parameters: OutputName TargetName:Open::0:-1


{{note|Syntax is different in Source 2. Syntax example with NO parameters in Source 2: OutputName>TargetName>InputName>Parameter>Delay>MaxTimesToFire}}


It is worth noting that if you have no parameters, then put nothing between the two colons.
 
It is worth noting that if you have no parameters, then put nothing between the two colons or ">."


Max times to fire can work with values other than 1 or -1.  
Max times to fire can work with values other than 1 or -1.  

Revision as of 15:51, 26 April 2021

Template:Otherlang2


The AddOutput output in Hammer uses the syntax : <key> <value> or <output name> <target name>:<input name>:<parameter>:<delay>:<max times to fire (-1 = infinity, 1 = once only)> to be used in the parameters field of the output

Warning.pngWarning:Don't use quotation characters (") in the Text Message field (not even \" characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor. Instead, use use detailed quotes (i.e. and ).

Syntax example with parameters: OutputName TargetName:Color:255 255 255:0:-1

Syntax example with NO parameters: OutputName TargetName:Open::0:-1

Note.pngNote:Syntax is different in Source 2. Syntax example with NO parameters in Source 2: OutputName>TargetName>InputName>Parameter>Delay>MaxTimesToFire


It is worth noting that if you have no parameters, then put nothing between the two colons or ">."

Max times to fire can work with values other than 1 or -1.

1 = fire once, 2 = fire twice, [...] , -1 = fire infinite times

Todo: People sometimes report this not working. It might not work in some games or when done through hammer vs ent_fire.

Examples

Format: <key> <value>
{
"classname" "prop_physics"
"targetname" "prop01"
.
.
.
"OnHealthChange" "!self,AddOutput,targetname prop9001"
} 

This changes the target name of the prop. In this case, it is changing it's own name, so !self == prop01.

Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, 1 means once and -1 means infinite>
{
"classname" "tf_logic_auto"
.
.
.
"OnMapSpawn" "team_round_timer_red,AddOutput,OnFinished game_round_win:RoundWin::0:-1,0,-1"
}

This adds an output to an entity with the targetname "team_round_timer_red".


Trigger_Multiple
Name: Ghost


Outputs
My Output Named: OnEndTouch
Targets entities named: !activator
Via this input: Alpha
With a parameter override of: 255
After a delay in seconds: 0.10


My Output Named: OnStartTouch
Targets entities named: !activator
Via this input: AddOutput
With a parameter override of: rendermode 1
After a delay in seconds: 0.00


My Output Named: OnStartTouch
Targets entities named: !activator
Via this input: Alpha
With a parameter override of: 120
After a delay in seconds: 0.00

Results in translucent player when standing in the trigger_multiple (OnStartTouch) and visible again when not in the trigger_multiple (OnEndTouch).

See Alsо