Info target: Difference between revisions

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(-preserved ent game icons)
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{{infotable
{{CD|CInfoTarget|file1=beam_shared.cpp}}
|info_target
|img=[[File:Info_target.png]]
|type=e0
|engine=2
|in=0
}}
{{CD|CInfoTarget}}
It can be used by many different entities, and is a great generic target for any entity that needs to point, shoot, look at, or walk to a specific target.  
It can be used by many different entities, and is a great generic target for any entity that needs to point, shoot, look at, or walk to a specific target.  


It is primarily used for a target for other entities, similar to an [[info_null]]. An info_null is preferable to use as a point at target for lights, because an info_null is removed on map spawn, whereas an info_target remains. This entity can be placed with the [[Commentary Editor]] for changing the players view angles & position during a commentary.
It is primarily used for a target for other entities, similar to an [[info_null]]. An info_null is preferable to use as a point at target for lights, because an info_null is removed on map spawn, whereas an info_target remains. This entity can be placed with the [[Commentary Editor]] for changing the players view angles & position during a commentary.
{{preservedEnt|info_target}}
{{preservedEnt|info_target}}
== Keyvalues ==
{{KV Targetname}}


== Flags ==
== Flags ==
{{fl|1|Transmit to client (respect PVS)}}
{{fl|1|Transmit to client (respect PVS)}}
{{fl|2|Always transmit to client (ignore PVS) {{L4D2 add}} {{GMOD also}}}}
{{fl|2|Always transmit to client (ignore PVS)|since={{L4D2}}}}
 
== Keyvalues ==
{{KV BaseEntity}}
 
== Inputs ==
{{I BaseEntity}}


== Outputs ==
== See Also ==
{{O BaseEntity}}
* {{ent|info_particle_target}}
* {{ent|info_target_instructor_hint}}

Revision as of 14:08, 21 June 2024

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C++ Class hierarchy
CInfoTarget
CPointEntity
CBaseEntity
C++ beam_shared.cpp

It can be used by many different entities, and is a great generic target for any entity that needs to point, shoot, look at, or walk to a specific target.

It is primarily used for a target for other entities, similar to an info_null. An info_null is preferable to use as a point at target for lights, because an info_null is removed on map spawn, whereas an info_target remains. This entity can be placed with the Commentary Editor for changing the players view angles & position during a commentary.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadPortal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Transmit to client (respect PVS) : [1]
Always transmit to client (ignore PVS) : [2] (in all games since Left 4 Dead 2)

See Also