Logic achievement: Difference between revisions
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Note:In fact, it is still possible to create your own achievements that does not rely on Steam, but are fully functional within the in-game achievement system.
Example:
Black Mesa (original 2012 Mod version)
(added BMS as a example that doesnt rely on Steam for achievement.) |
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It fires events that unlock or aid progression toward achievements. | It fires events that unlock or aid progression toward achievements. | ||
Revision as of 22:17, 11 September 2023


It fires events that unlock or aid progression toward achievements.
Since achievements cannot currently be created or modified without access to the Steamworks backend, this entity is of limited use to modders.

Example:

Keyvalues
- Achievement Event
<choices>
- The event that will be triggered. A game will only accept its own achievements.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Toggle
- If the entity is disabled, it cannot relay the achievement message.
- FireEvent
- Tells the achievement system the specifed event has occured.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnFired
- Fires when the
FireEvent
input is received.