Point hurt: Difference between revisions
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Note:This entity can be parented, although by default it is missing the
Note:Victims of this entity will see it as the Inflictor and will see the !activator as the Attacker.
Warning:Radius values ≤ 0 are changed to 128 automatically when this entity spawns.
Note:The specified amount of damage will be halved. Consider multiplying your amount of damage by 2 and using it as the Value.
Note:
It is possible that unlike trigger_hurt, point_hurt does not halve the damage for the reason of the damage being the damage per second, as you can manually edit the amount of time between triggers. Damage type CRUSH should ignore armor, and GENERIC is known to halve when dealing with armored players.
Warning:Damage values ≤ 0 are changed to +2 automatically when this entity spawns.
A workaround might be to change it later using AddOutput. (in
) But there are also games where negative Damage values of this entity result in no damage anyway. (in
)
Warning:Delay values ≤ 0 are changed to 0.1 automatically when this entity spawns.
Note:Some damage types are named incorrectly by default in base.fgd, instead using their GoldSource names.
Tip:
Team Fortress 2: Fancy damage effects such as decapitation, disintegration or ice/gold statues on death can be applied via VScript. See TakeDamageCustom function or the trigger example.
FlaminSarge (talk | contribs) (Include notes about Delay and Radius <= 0 behavior) |
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{{lang| | {{lang|title=point_hurt}} | ||
{{ | {{entity|sprite=1|point_hurt|type=e0}} It does damage to all entities in a radius around itself, with a specified delay. If 'Target Entity' is specified: the damage is only done to that entity, and radius is ignored. You will need to create a brush and then move that to an entity. | ||
{{clr}} | {{clr}} | ||
{{note|This entity can be parented, although by default it is missing the <code>parent</code> keyvalue from Valve's FGDs.}} | {{note|This entity can be parented, although by default it is missing the <code>parent</code> keyvalue from Valve's FGDs.}} |
Revision as of 11:38, 12 February 2023


Template:Entity It does damage to all entities in a radius around itself, with a specified delay. If 'Target Entity' is specified: the damage is only done to that entity, and radius is ignored. You will need to create a brush and then move that to an entity.

parent
keyvalue from Valve's FGDs.
Keyvalues
- Target Entity (DamageTarget) <string>
- If specified, only this DamageTarget will take damage. Otherwise, all entities within the Radius will take damage. Evaluated when used. !activator accepted.
- Radius (DamageRadius) <float>
- All entities within this radius of this entity will take damage. If a
Target Entity
is specified, only that entity will take damage.

- Damage (Damage) <integer>
- Damage done to all affected entities each time this entity fires.




A workaround might be to change it later using AddOutput. (in


- Delay (DamageDelay) <float>
- Delay between refires, in seconds.

- Damage types (DamageType) <choices>
- Type of damage to inflict on entities damaged.
- 0: GENERIC
- 1: CRUSH
- 2: BULLET
- 4: SLASH
- 8: BURN
- 16: VEHICLE / (TRAIN
)
- 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in
)
- 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE
)
- 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL
)
- 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in
)

VEHICLE
is namedFREEZE
ACID
is namedCHEMICAL
REMOVENORAGDOLL
is namedSLOWFREEZE


Flags
- Start Active : [1]
- Bypass ÜberCharge : [2] (only in
) !FGD
- Allows the damage to bypass Medic's
ÜberCharge.
Inputs
- Hurt
- Force a single fire, damaging either the Target Entity or all entities within the radius.
- TurnOn
- Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.
- TurnOff
- Disable this entity. It will stop damaging entities.
- Toggle
- Toggle this entity between On/Off state.