Use: Difference between revisions

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m (added e key info)
m (make the middle two methods into one, since it's not a very significant difference between the two)
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All entities have a '''Use''' [[input]], though many do nothing in response to it. There are four ways to trigger it:
All entities have a '''Use''' [[input]], though many do nothing in response to it. There are three methods to invoke it:


# A player looking at the entity and invoking the <code>+use</code> command (typically by pressing their '''e''' key)
# A player looking at the entity and using the <code>+use</code> console command (this is normally done by pressing the '''e''' key)
# An entity firing it via an [[output]]
# An entity [[output]] that specifies the <code>Use</code> input, or not specifying any input.
# An entity firing an output that does not specify an input on the target entity
# Directly calling the C++ function
# An entity directly calling the C++ function


Use typically performs the action players most expect when interacting with the entity (e.g. opening/closing a door, picking up a physics object).
Use typically performs the action players most expect when interacting with the entity (e.g. opening/closing a door, picking up a physics object).


== Programming ==
==Programming==
Although there is always a Use input, the actual Use function of an entity starts null. It can be assigned at any time with <code>SetUse( void *SomeFunc([[CBaseEntity]] *pActivator, CBaseEntity *pCaller, USE_TYPE useType, [[float]] value) )</code>.
Although there is always a Use input, the actual Use function of an entity starts null. It can be assigned at any time with <code>SetUse( void *SomeFunc([[CBaseEntity]] *pActivator, CBaseEntity *pCaller, USE_TYPE useType, [[float]] value) )</code>.


It doesn't appear possible to specify <code>USE_TYPE</code> or <code>value</code> through the I/O system.
It doesn't appear possible to specify <code>USE_TYPE</code> or <code>value</code> through the I/O system.
[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Programming]]
[[Category:Programming]]

Revision as of 17:30, 28 May 2018

All entities have a Use input, though many do nothing in response to it. There are three methods to invoke it:

  1. A player looking at the entity and using the +use console command (this is normally done by pressing the e key)
  2. An entity output that specifies the Use input, or not specifying any input.
  3. Directly calling the C++ function

Use typically performs the action players most expect when interacting with the entity (e.g. opening/closing a door, picking up a physics object).

Programming

Although there is always a Use input, the actual Use function of an entity starts null. It can be assigned at any time with SetUse( void *SomeFunc(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) ).

It doesn't appear possible to specify USE_TYPE or value through the I/O system.