Info game event proxy: Difference between revisions

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{{l4d series point|info_game_event_proxy}} It is an entity that triggers a game event (for example show a hint).
{{base point multi|info_game_event_proxy|game1=Portal 2|game2=Left 4 Dead 2|game3=Left 4 Dead}}
 
It is an entity that triggers a game event (for example show a hint).
{{Note|Whenever a hint is shown to the player, a count of how many times the player was notified is recorded in the <code>save/game_instructor_counts.txt</code> file which is found in the Left 4 Dead save folder. After a certain threshold, certain tips will no longer show up, possibly depending on how many success entries. If you want hints to begin showing up again, open your game_instructor_counts.txt file and delete the corresponding thread, or load up the game and enter '''gameinstructor_reset_counts''' in the console(the latter will reset ''all'' of the instructor lessons.)}}
{{Note|Whenever a hint is shown to the player, a count of how many times the player was notified is recorded in the <code>save/game_instructor_counts.txt</code> file which is found in the Left 4 Dead save folder. After a certain threshold, certain tips will no longer show up, possibly depending on how many success entries. If you want hints to begin showing up again, open your game_instructor_counts.txt file and delete the corresponding thread, or load up the game and enter '''gameinstructor_reset_counts''' in the console(the latter will reset ''all'' of the instructor lessons.)}}
{{stub}}
 
== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
{{KV|Event Name|string|The event to trigger by name from modevents.res}}
* '''range'''
{{KV|Range|float|Distance that the player must be before the event is generated.}}
:<float> How near the player must be (in feet) to determine visibility.
{{KV Targetname}}
* '''event_name'''
{{KV EnableDisable}}
:<string> Name of the event.
 
== Flags ==
:* 1 : Automatically detect visibility


== Inputs ==
== Inputs ==
* '''GenerateGameEvent'''
{{IO|GenerateGameEvent|Generate the event on input.}}
: Generate my game event. (This entity is sent as the SUBJECT)
{{I Targetname}}
{{I EnableDisable}}


== Outputs ==
== Outputs ==
== Flags ==
{{O Targetname}}
* 1: Fire Automatically When First Seen
== See also ==
== External links ==

Revision as of 06:22, 27 June 2011

Template:Base point multi

It is an entity that triggers a game event (for example show a hint).

Note.pngNote:Whenever a hint is shown to the player, a count of how many times the player was notified is recorded in the save/game_instructor_counts.txt file which is found in the Left 4 Dead save folder. After a certain threshold, certain tips will no longer show up, possibly depending on how many success entries. If you want hints to begin showing up again, open your game_instructor_counts.txt file and delete the corresponding thread, or load up the game and enter gameinstructor_reset_counts in the console(the latter will reset all of the instructor lessons.)

Keyvalues

Event Name ([todo internal name (i)]) <string>
The event to trigger by name from modevents.res
Range ([todo internal name (i)]) <float>
Distance that the player must be before the event is generated.
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

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

  • 1 : Automatically detect visibility

Inputs

GenerateGameEvent
Generate the event on input.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs