Template:I Targetname: Difference between revisions
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(KillHierarchy does have a snippet of code that Kill does not have, however in my tests I observed them working 100% identically in all cases including parents, siblings, children, and grandchildren. If they actually are different, it is marginal.) |
(KillHierarchy kills children faster than Kill, tested with 32 objects parented to each other and timing them, with host_timescale 1 and host_timescale 0.1. Only useful if you need very precise Kill I/O to happen) |
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{{ScrollBox|title=Targetname|noscroll=true| | {{ScrollBox|title=Targetname|noscroll=true| | ||
{{IO|Kill|Removes this entity and any entities parented to it from the world.}} | {{IO|Kill|Removes this entity and any entities parented to it from the world.}} | ||
{{IO|KillHierarchy|Functions the same as <code>Kill</code>}} | {{IO|KillHierarchy|Functions the same as <code>Kill</code>, although entities with a large number of children are killed marginally faster.}} | ||
{{IO|AddOutput|Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.<br/>Format: <code><key> <value></code><br/>Format: <code><output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite></code>|param=string}} | {{IO|AddOutput|Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.<br/>Format: <code><key> <value></code><br/>Format: <code><output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite></code>|param=string}} | ||
{{IO|FireUser1|to=FireUser4|Fire the <code>OnUser</code> outputs; see [[User Inputs and Outputs]].}} | {{IO|FireUser1|to=FireUser4|Fire the <code>OnUser</code> outputs; see [[User Inputs and Outputs]].}} |
Revision as of 15:23, 24 May 2018
Targetname:
- Kill
- Removes this entity and any entities parented to it from the world.
- KillHierarchy
- Functions the same as
Kill
, although entities with a large number of children are killed marginally faster.
- AddOutput <string>
- 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>
- FireUser1 to FireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs.
- Use !FGD
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- RunScriptFile <script> (in all games since
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- RunScriptCode <string> (in all games since
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input. [todo tested in ?]
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- CallScriptFunction <string> (in all games since
) !FGD
- Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.