Decoy projectile: Difference between revisions

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m (Corrected game support as it doesn't exist in Counter-Strike Source.)
(Used KV/IO templates.)
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{{ent not in fgd}}
{{ent not in fgd}}
{{stub}}
{{csgo point|decoy_projectile|game1=Counter-Strike: Global Offensive}}
{{csgo point|decoy_projectile|game1=Counter-Strike: Global Offensive}}


== Entity Description ==
== Entity Description ==
Thrown version of [[weapon_decoy]].
Thrown version of [[weapon_decoy]].
When this entity is created using {{ent|ent_create|decoy_projectile}}, it does emit particles for some time, but neither will it emit any sounds nor will it explode.


== Keyvalues ==
== Keyvalues ==
 
{{KV BaseEntity|csgo=1}}
''Targetname:''
<!--{{KV BaseAnimating}}-->
----
'''Name''' <[[String]]>
:The [[targetname]] that other entities refer to this entity by.
 
'''Entity Scripts''' <[[VScript|scriptlist]]> (New with Left 4 Dead 2)
:Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
 
'''Script think function''' <[[string]]> (New with Left 4 Dead 2)
:Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior.
::[[Image:note.png]] Try to avoid expensive operations in this function, as it may cause performance problems.
 
''Angles:''
----
'''Pitch Yaw Roll''' (Y Z X) <[[angle]]>
:This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
 
== Flags ==
*1 : Start Constrained
:Prevents the model from moving.


== Inputs ==
== Inputs ==
'''AddOutput'''  <[[string]]>
{{I BaseEntity}}
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
{{I BaseAnimating|portal2=1}}
: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]].
 
'''InitializeSpawnFromWorld'''
:Activates the grenade, causing it to explode after a few seconds as if it was thrown by a player.
 
'''Kill'''
:Removes this entity from the world.
 
'''KillHierachy'''
:Removes this entity and all its children from the world.
 
'''RunScriptCode''' <[[string]]> (New with Left 4 Dead 2)
: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.
:: [[Image:bug.png]] Bug: In {{l4d2}}, the code is executed in the script scope of the entity that fires the output, ''not'' the one receiving the input.
:: [[Image:warning.png]] 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.


'''RunScriptFile''' <[[VScript|script]]> (New with Left 4 Dead 2)
== Outputs ==
:Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
{{O BaseEntity}}
{{O BaseAnimating}}

Revision as of 10:14, 5 October 2021

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

decoy_projectile is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Entity Description

Thrown version of weapon_decoy. When this entity is created using ent_create decoy_projectile, it does emit particles for some time, but neither will it emit any sounds nor will it explode.

Keyvalues

Inputs

Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history

Outputs

Note.pngNote:Content moved to Rendering and studio model related KIO/Outputs for continuation of page history