Game coopmission manager: Difference between revisions
Jump to navigation
Jump to search

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
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
m (→Outputs: Substituted IO templates) |
||
Line 16: | Line 16: | ||
== Outputs == | == Outputs == | ||
{{ | {{O|OnMissionCompleted|Called when the mission is completed.}} | ||
{{ | {{O|OnRoundLostKilled|Called when the round is lost and the players are killed.}} | ||
{{ | {{O|OnRoundLostTime|Called when the round is lost because time ran out.}} | ||
{{ | {{O|OnRoundReset|Called when the round resets.}} | ||
{{ | {{O|OnSpawnsReset|Called right before the level restarts, so the spawns can be set up.}} | ||
{{ | {{O|OnWaveCompleted|Called when the players kill all enemies in this wave/section.}} | ||
{{ | {{O|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]].}} |
Revision as of 07:52, 21 April 2025


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


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.