Use: Difference between revisions
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TomEdwards (talk | contribs) (Created page with 'All entities have a '''Use''' input, though many do nothing in response to it. There are four ways to trigger it: # A player looking at the entity and invoking the <code>+us…') |
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# A player looking at the entity and invoking the <code>+use</code> command | # A player looking at the entity and invoking the <code>+use</code> command | ||
# An entity firing it | # An entity firing it via an [[output]] | ||
# An entity firing an output that does not specify an input on the target entity | # An entity firing an output that does not specify an input on the target entity | ||
# An entity directly calling the C++ function | # An entity directly calling the C++ function |
Revision as of 04:35, 29 October 2010
All entities have a Use input, though many do nothing in response to it. There are four ways to trigger it:
- A player looking at the entity and invoking the
+use
command - An entity firing it via an output
- An entity firing an output that does not specify an input on the target entity
- An entity directly calling the C++ function
Use typically performs the action players most expect when interacting with the entity (e.g. opening/closing a door, picking up a physics object).
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.