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The AddOutput output in [[Hammer]] uses the syntax : <code><key> <value></code> '''or''' <output name> <target name>:<input name>:<parameter>:<delay>:<max times to fire (-1 == infinite)> to be used in the parameters field of the [[output]] | The AddOutput output in [[Hammer]] uses the syntax : <code><key> <value></code> '''or''' <output name> <target name>:<input name>:<parameter>:<delay>:<max times to fire (-1 == infinite)> to be used in the parameters field of the [[output]] | ||
== | ==Example 1== | ||
:Format: <code><key> <value></code> | :Format: <code><key> <value></code> | ||
{ | { | ||
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} | } | ||
This adds an output to an entity with the targetname "team_round_timer_red". | This adds an output to an entity with the targetname "team_round_timer_red". | ||
==Example 2== | |||
;trigger_multiple | |||
:Name: ''Ghost'' | |||
;Outputs | |||
:My output named: ''OnEndTouch'' | |||
:Targets entities named: ''!activator'' | |||
:Via this input: ''Alpha'' | |||
:With a parameter override of: ''255'' | |||
:After a delay in seconds: ''0.10'' | |||
;My output named: ''OnStartTouch'' | |||
:Targets entities named: ''!activator'' | |||
:Via this input: ''AddOutput'' | |||
:With a parameter override of: ''rendermode 1'' | |||
:After a delay in seconds: ''0.00'' | |||
;My output named: ''OnStartTouch'' | |||
:Targets entities named: ''!activator'' | |||
:Via this input: ''Alpha'' | |||
:With a parameter override of: ''120'' | |||
:After a delay in seconds: ''0.00'' | |||
This will make the player half invisable when standing in the trigger_multiple (OnStartTouch) and visable again when not in the trigger_multiple (OnEndTouch). |
Revision as of 17:33, 7 October 2011

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The AddOutput output in Hammer uses the syntax : <key> <value>
or <output name> <target name>:<input name>:<parameter>:<delay>:<max times to fire (-1 == infinite)> to be used in the parameters field of the output
Example 1
- Format:
<key> <value>
{ "classname" "prop_physics" "targetname" "prop01" . . . "OnHealthChange" "!self,AddOutput,targetname prop9001" }
This changes the target name of the prop. In this case, it is changing it's own name, so !self == prop01.
- Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
{ "classname" "tf_logic_auto" . . . "OnMapSpawn" "team_round_timer_red,AddOutput,OnFinished game_round_win:RoundWin::0:-1,0,-1" }
This adds an output to an entity with the targetname "team_round_timer_red".
Example 2
- trigger_multiple
- Name: Ghost
- Outputs
- My output named: OnEndTouch
- Targets entities named: !activator
- Via this input: Alpha
- With a parameter override of: 255
- After a delay in seconds: 0.10
- My output named
- OnStartTouch
- Targets entities named: !activator
- Via this input: AddOutput
- With a parameter override of: rendermode 1
- After a delay in seconds: 0.00
- My output named
- OnStartTouch
- Targets entities named: !activator
- Via this input: Alpha
- With a parameter override of: 120
- After a delay in seconds: 0.00
This will make the player half invisable when standing in the trigger_multiple (OnStartTouch) and visable again when not in the trigger_multiple (OnEndTouch).