Asw objective countdown: Difference between revisions

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{{as}} This is a point entity available in [[Alien Swarm]]. It creates an objective that goes with a countdown. The objective must be set complete before the countdown expires or it will be set failed and the game will be lost.  
{{as}} This is a point entity available in [[Alien Swarm]]. It creates an objective that goes with a countdown. The objective must be set complete before the countdown expires or it will be set failed and the game will be lost.  


Note: This is a 'Jacob's Rest'-Campaign specific entity. If used, it will play the sounds from the 'Timor Station' level and create an HUD element saying "Nuclear Detonation Imminent".
:{{Note|This is a 'Jacob's Rest'-Campaign specific entity. If used, it will play the sounds from the 'Timor Station' level and create an HUD element saying "Nuclear Detonation Imminent".}}


== Keyvalues ==
== Keyvalues ==
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;Objective Description Line 1-4:
;Objective Description Line 1-4:
:First 255 characters of the detail description for this objective.
:First 255 characters of the detail description for this objective.
:Note: Each "Line" will be displayed as one paragraph in the objectives list!
:{{Note|Each "Line" will be displayed as one paragraph in the objectives list!}}




;Marker Name:
;Marker Name:
:Name of the target object that pinpoints this objective's location in the level.
:Name of the target object that pinpoints this objective's location in the level.
:Note: In original ASW-Campaign, 'asw_objective_dummies' are used as markers.
:{{Note|In original ASW-Campaign, 'asw_objective_dummies' are used as markers, but there is no type specified in general.}}


;Map Markings:
;Map Markings:
Line 41: Line 41:
;Objective Image:  
;Objective Image:  
:Name a VGUI texture to show as a screenshot for this objective.
:Name a VGUI texture to show as a screenshot for this objective.
:Note: Must be stored in the mods VGUI directory!
:{{Note|Must be stored in the mods VGUI directory!}}


;Visible:
;Visible:
:Whether this objective is visible or hidden.
:Whether this objective is visible or hidden.
:Note: Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.
:{{Note|Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.}}


;Countdown Lenght:
;Countdown Lenght:
Line 53: Line 53:
== Inputs ==
== Inputs ==


;AddOutput:
;<code>AddOutput</code>
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.  
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.  
:Format: <key> <value>  
:Format: <key> <value>  
:Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>  
:Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>  


;FireUser1-4:
;<code>FireUser1-4:
:Fire the OnUser outputs; see User Inputs and Outputs.  
:Fire the OnUser outputs; see User Inputs and Outputs.  


;Kill:
;<code>Kill</code>
:Removes this entity from the world.  
:Removes this entity from the world.  




;StartCountdown:
;<code>StartCountdown</code>
:Begins the countdown sequence after which the mission will fail.  
:Begins the countdown sequence after which the mission will fail.  


;CancelCountdown:
;<code>CancelCountdown</code>
:Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.
:Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.


;SetVisible:
;<code>SetVisible</code>
:Toggles the visibility of an objective in the objectives list.
:Toggles the visibility of an objective in the objectives list.
:Note: Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.
:{{Note|Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.}}
:Important: This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!
:{{warning|This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!}}




== Output ==
== Output ==


;OnObjectiveComplete:
;<code>OnObjectiveComplete</code>
:Fires an outpout when the objective is set complete, or in this case the countdown is cancelled.
:Fires an outpout when the objective is set complete, or in this case the countdown is cancelled.
:Hint: Useful for designing dynamic list of objectives that change during gameplay.  
:{{tip|Useful for designing dynamic list of objectives that change during gameplay.}}


;OnCountdownFailed:
;<code>OnCountdownFailed</code>
:Fired when the countdown has expired.
:Fired when the countdown has expired.
:Note: Seems pretty sensless, because when the countdown expires the mission fails anyway.  
:{{Note|Seems pretty sensless, because when the countdown expires the mission fails anyway.}}




;OnUser1-4:
;<code>OnUser1-4</code>
:Fired in response to the FireUser inputs; see User Inputs and Outputs.
:Fired in response to the FireUser inputs; see User Inputs and Outputs.


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;[[List of Alien Swarm entities]]
;[[List of Alien Swarm entities]]
[[Category:Alien Swarm Entities]]

Revision as of 01:28, 15 May 2011

asw_objective_countdown

Alien Swarm This is a point entity available in Alien Swarm. It creates an objective that goes with a countdown. The objective must be set complete before the countdown expires or it will be set failed and the game will be lost.

Note.pngNote:This is a 'Jacob's Rest'-Campaign specific entity. If used, it will play the sounds from the 'Timor Station' level and create an HUD element saying "Nuclear Detonation Imminent".

Keyvalues

Name
The name that other entities refer to this entity by.
Entity Scripts
Name(s) of script files that are executed after all entities have spawned.
Script think function
Name of a function in this entity's script scope which will be called automatically.


Objective Title
Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.
Objective Description Line 1-4
First 255 characters of the detail description for this objective.
Note.pngNote:Each "Line" will be displayed as one paragraph in the objectives list!


Marker Name
Name of the target object that pinpoints this objective's location in the level.
Note.pngNote:In original ASW-Campaign, 'asw_objective_dummies' are used as markers, but there is no type specified in general.
Map Markings
Used to mark areas on the map per objective. Follows this format: BRACKETS [x] [y] [w] [h].


HUD Icon
Icon displayed next to the objective name on the HUD.
Icon 1-5
Icon displayed next to the map on the briefing.
Objective Image
Name a VGUI texture to show as a screenshot for this objective.
Note.pngNote:Must be stored in the mods VGUI directory!
Visible
Whether this objective is visible or hidden.
Note.pngNote:Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.
Countdown Lenght
How many seconds before the level explodes.


Inputs

AddOutput
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1-4:
Fire the OnUser outputs; see User Inputs and Outputs.
Kill
Removes this entity from the world.


StartCountdown
Begins the countdown sequence after which the mission will fail.
CancelCountdown
Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.
SetVisible
Toggles the visibility of an objective in the objectives list.
Note.pngNote:Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.
Warning.pngWarning:This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!


Output

OnObjectiveComplete
Fires an outpout when the objective is set complete, or in this case the countdown is cancelled.
Tip.pngTip:Useful for designing dynamic list of objectives that change during gameplay.
OnCountdownFailed
Fired when the countdown has expired.
Note.pngNote:Seems pretty sensless, because when the countdown expires the mission fails anyway.


OnUser1-4
Fired in response to the FireUser inputs; see User Inputs and Outputs.


See Also

List of Alien Swarm entities