Asw holdout mode: Difference between revisions
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{{as point|asw_holdout_mode}} | |||
{{as point|asw_holdout_mode}} When placed in a map, the map will run in Holdout Mode. This mode is much like a survival mode where waves of enemies continuously attack the player. | |||
==Entity description== | |||
When placed in a map, the map will run in Holdout Mode. This mode is much like a survival mode where waves of enemies continuously attack the player. | |||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Holdout Filename|string|This is the filename of the holdout script that defines the waves, etc. (assumes a path of 'resourceHoldout')}} | {{KV|Holdout Filename|string|This is the filename of the holdout script that defines the waves, etc. (assumes a path of 'resourceHoldout')}} | ||
== Inputs == | == Inputs == | ||
{{I Targetname}} | |||
{{IO|UnlockResupply|Tells the holdout that you want to let the player resupply at the end of the round.}} | {{IO|UnlockResupply|Tells the holdout that you want to let the player resupply at the end of the round.}} | ||
== Outputs == | == Outputs == | ||
{{O Targetname}} | |||
{{IO|OnAnnounceWave01|to=OnAnnounceWave10|Fired when Wave01-10 is announced.}} | {{IO|OnAnnounceWave01|to=OnAnnounceWave10|Fired when Wave01-10 is announced.}} | ||
{{IO|OnAnnounceWaveDefault|Fired when any wave is announced.}} | {{IO|OnAnnounceWaveDefault|Fired when any wave is announced.}} | ||
{{IO|OnWave01|to=OnWave10|Fired when Wave01-10 starts.}} | {{IO|OnWave01|to=OnWave10|Fired when Wave01-10 starts.}} | ||
{{IO|OnWaveDefault|Fired at the start of all waves.}} | {{IO|OnWaveDefault|Fired at the start of all waves.}} | ||
Revision as of 03:49, 12 February 2012
Entity description
When placed in a map, the map will run in Holdout Mode. This mode is much like a survival mode where waves of enemies continuously attack the player.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Holdout Filename ([todo internal name (i)]) <string>
- This is the filename of the holdout script that defines the waves, etc. (assumes a path of 'resourceHoldout')
Inputs
- UnlockResupply
- Tells the holdout that you want to let the player resupply at the end of the round.
Outputs
- OnAnnounceWave01 to OnAnnounceWave10
- Fired when Wave01-10 is announced.
- OnAnnounceWaveDefault
- Fired when any wave is announced.
- OnWave01 to OnWave10
- Fired when Wave01-10 starts.
- OnWaveDefault
- Fired at the start of all waves.