Asw objective escape: Difference between revisions

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{{as point|asw_objective_escape}}
{{as point|asw_objective_escape}}


==Entity description==
It creates an objective (including an entry in the objectives list) which is set complete after all other objectives have been completed '''and''' it recieves the <code>MarineInEscapeArea</code> input from a [[trigger multiple]].
It creates an objective (including an entry in the objectives list) which is set complete after all other objectives have been completed '''and''' it recieves the <code>MarineInEscapeArea</code> input from a [[trigger multiple]].
{{warning|Will only work correctly if the input from the trigger_multiple is of type <code>OnTrigger</code>.}}
{{warning|Will only work correctly if the input from the trigger_multiple is of type <code>OnTrigger</code>.}}
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== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}


;Name:
{{KV|Objective Title||Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.}}
:The name that other entities refer to this entity by.


;Entity Scripts:
{{KV|Objective Description Line 1-4|int|First 255 characters of the detail description for this objective.
:Name(s) of script files that are executed after all entities have spawned.
:{{Note|Each "Line" will be displayed as one paragraph in the objectives list!}}}}


;Script think function:
{{KV|Marker Name|targetname|Name of the target object that pinpoints this objective's location in the level.
:Name of a function in this entity's script scope which will be called automatically.
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}}}


{{KV|Map Markings||Used to mark areas on the map per objective.  Follows this format: BRACKETS [x] [y] [w] [h].
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}}}


;Objective Title:
{{KV|HUD Icon||Icon displayed next to the objective name on the HUD.}}
:Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.
{{KV|Icon 1-5||Icon displayed next to the map on the briefing.}}


;Objective Description Line 1-4:
{{KV|Objective Image||Name a VGUI texture to show as a screenshot for this objective.
:First 255 characters of the detail description for this objective.
{{Note|Must be stored in the mods VGUI directory!}}}}
:{{Note|Each "Line" will be displayed as one paragraph in the objectives list!}}
 
 
;Marker Name:
:Name of the target object that pinpoints this objective's location in the level.
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}
 
;Map Markings:
:Used to mark areas on the map per objective.  Follows this format: BRACKETS [x] [y] [w] [h].
:{{Note|Does not have any effect! To learn how to create map markings for your objectives refere to [[asw_marker]].}}
 
;HUD Icon:
:Icon displayed next to the objective name on the HUD.
 
;Icon 1-5:
:Icon displayed next to the map on the briefing.
 
;Objective Image:
:Name a VGUI texture to show as a screenshot for this objective.
:{{Note|Must be stored in the mods VGUI directory!}}
 
;Visible:
:Whether this objective is visible or hidden.
:{{Note|Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.}}


{{KV|Visible||Whether this objective is visible or hidden.
:{{Note|Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.}} }}


== Inputs ==
== Inputs ==
{{I Targetname}}


;<code>AddOutput</code>
{{I Parentname}}
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
:Format: <key> <value>
:Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
 
;<code>FireUser1-4</code>
:Fire the OnUser outputs; see User Inputs and Outputs.
 
;<code>Kill</code>
:Removes this entity from the world.
 


;<code>MarineInEscapeArea</code>
{{IO|MarineInEscapeArea|Tells the objective that all marines are in escape area and sets it complete.
:Tells the objective that all marines are in escape area and sets it complete.
:{{Note|Will only work if all other objectives on the map (visible or not) have been completed, must be an <code>OnTrigger</code> input.}}|}}
:{{Note|Will only work if all other objectives on the map (visible or not) have been completed, must be an <code>OnTrigger</code> input.}}


;<code>SetVisible</code>
{{IO|SetVisible|Toggles the visibility of an objective in the objectives list.
:Toggles the visibility of an objective in the objectives list.
:{{Note|Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.}}
:{{Note|Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.}}
:{{warning|This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!}}
:{{warning|This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!}}
 
|}}
 


== Outputs ==
== Outputs ==
{{O Targetname}}


;<code>OnObjectiveComplete</code>
{{IO|OnObjectiveComplete|Fires an outpout when the objective is set complete.  
:Fires an outpout when the objective is set complete.  
:{{Note|Seems pretty senseless here, because when this objective is set complete, the mission is beeing completed.}}
:{{Note|Seems pretty senseless here, because when this objective is set complete, the mission is beeing completed.}}
|}}


 
== See also ==
;<code>OnUser1-4</code>
*[[List of Alien Swarm entities]]
:Fired in response to the FireUser inputs; see User Inputs and Outputs.
*[[Swarm Objectives]]
 
 
== See Also ==
 
;[[List of Alien Swarm entities]]
;[[Swarm Objectives]]
 
 


[[Category:Alien Swarm Entities]]
[[Category:Alien Swarm Entities]]

Revision as of 11:54, 17 February 2012

Template:As point

Entity description

It creates an objective (including an entry in the objectives list) which is set complete after all other objectives have been completed and it recieves the MarineInEscapeArea input from a trigger multiple.

Warning.pngWarning:Will only work correctly if the input from the trigger_multiple is of type OnTrigger.
Tip.pngTip:Due to its concept the asw_objective_escape is always the last objective to be set complete, thus it might be a good idea to place it at the end of the objectives list (south of all other objective entities).

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


Objective Title ([todo internal name (i)])
Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.


Objective Description Line 1-4 ([todo internal name (i)]) <integer>
First 255 characters of the detail description for this objective.
Note.pngNote:Each "Line" will be displayed as one paragraph in the objectives list!


Marker Name ([todo internal name (i)]) <targetname>
Name of the target object that pinpoints this objective's location in the level.
Note.pngNote:Does not have any effect! To learn how to create map markings for your objectives refere to asw_marker.


Map Markings ([todo internal name (i)])
Used to mark areas on the map per objective. Follows this format: BRACKETS [x] [y] [w] [h].
Note.pngNote:Does not have any effect! To learn how to create map markings for your objectives refere to asw_marker.


HUD Icon ([todo internal name (i)])
Icon displayed next to the objective name on the HUD.
Icon 1-5 ([todo internal name (i)])
Icon displayed next to the map on the briefing.


Objective Image ([todo internal name (i)])
Name a VGUI texture to show as a screenshot for this objective.
Note.pngNote:Must be stored in the mods VGUI directory!


Visible ([todo internal name (i)])
Whether this objective is visible or hidden.
Note.pngNote:Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.


MarineInEscapeArea
Tells the objective that all marines are in escape area and sets it complete.
Note.pngNote:Will only work if all other objectives on the map (visible or not) have been completed, must be an OnTrigger input.


SetVisible
Toggles the visibility of an objective in the objectives list.
Note.pngNote:Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.
Warning.pngWarning:This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!

Outputs

OnObjectiveComplete
Fires an outpout when the objective is set complete.
Note.pngNote:Seems pretty senseless here, because when this objective is set complete, the mission is beeing completed.

See also