AddOutput: Difference between revisions
Jump to navigation
Jump to search
Gtamike TSGK (talk | contribs) |
Gtamike TSGK (talk | contribs) m (→Example 2) |
||
Line 27: | Line 27: | ||
==Example 2== | ==Example 2== | ||
; | ;Trigger_Multiple | ||
:Name: ''Ghost'' | :Name: ''Ghost'' | ||
;Outputs | ;Outputs | ||
:My | :My Output Named: ''OnEndTouch'' | ||
:Targets entities named: ''!activator'' | :Targets entities named: ''!activator'' | ||
:Via this input: ''Alpha'' | :Via this input: ''Alpha'' | ||
Line 39: | Line 39: | ||
:My Output Named: ''OnStartTouch'' | |||
:Targets entities named: ''!activator'' | :Targets entities named: ''!activator'' | ||
:Via this input: ''AddOutput'' | :Via this input: ''AddOutput'' | ||
Line 46: | Line 46: | ||
:My Output Named: ''OnStartTouch'' | |||
:Targets entities named: ''!activator'' | :Targets entities named: ''!activator'' | ||
:Via this input: ''Alpha'' | :Via this input: ''Alpha'' |
Revision as of 17:35, 7 October 2011

This article is an orphan, meaning that few or no articles link to it.
You can help by
adding links to this article from other relevant articles.
You can help by

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).