Game coopmission manager: Difference between revisions
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Warning:
Important:This is a preserved entity in.
If the game has round restart mechanics this entity may not behave as expected:
Tip:To relay this entity's outputs in VScript, you can either create outputs with
(Linked Creating a Co-op Map. PreservedEnt. Code class CGameCoopMissionManager.) |
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
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{{lang|game coopmission manager}} | {{lang|game coopmission manager}}{{back|Creating a Co-op Strike Map}} | ||
{{back|Creating a Co-op Strike Map}} | {{this is a|e0|game=csgo|name=game_coopmission_manager}} | ||
{{csgo | |||
{{preservedEnt|0}} | {{preservedEnt|0}} | ||
{{code class|CGameCoopMissionManager|maprules.h}} | {{code class|CGameCoopMissionManager|maprules.h}} |
Revision as of 09:13, 7 January 2024


game_coopmission_manager
is an e0 available in Counter-Strike: Global Offensive.

- The {{{game}}} parameter is inconsistent with the name defined by the {{csgo}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Counter-Strike: Global Offensive.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

If the game has round restart mechanics this entity may not behave as expected:
|
Entity description
An entity that keeps track of the coop wave/phase and fires outputs when players complete them.
See List of CS:GO Script Functions for Co-op related VScript functions.

RunScriptCode
for this entity or use ConnectOutput("...","...")
in this entity's script scope.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
Outputs
- OnMissionCompleted
- Called when the mission is completed.
- OnRoundLostKilled
- Called when the round is lost and the players are killed.
- OnRoundLostTime
- Called when the round is lost because time ran out.
- OnRoundReset
- Called when the round resets.
- OnSpawnsReset
- Called right before the level restarts, so the spawns can be set up.
- OnWaveCompleted
- Called when the players kill all enemies in this wave/section.
- OnUser1 to OnUser4
- These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.