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')}}
{{KV Targetname}}
 


== 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.}}
{{I Targetname}}


== 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.}}
{{O Targetname}}

Revision as of 03:49, 12 February 2012

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Template:As point

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 or target).
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.