Template:O CustomBaseEntity: Difference between revisions

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''Base''
''Base''
{{IO|Kill|Removes this entity and any entities parented to it from the world.}}
{{O|Kill|Removes this entity and any entities parented to it from the world.}}
{{IO|KillHierarchy|Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than <code>Kill</code>.}}
{{O|KillHierarchy|Functions the same as <code>Kill</code>, although this entity and any entities parented to it are killed on the same frame, being marginally faster than <code>Kill</code>.}}
{{IO|SetParent|Move with this entity. See [[Entity Hierarchy (parenting)]].|param=string}}
{{O|SetParent|Move with this entity. See [[Entity Hierarchy (parenting)]].|param=string}}
{{IO|SetParentAttachment|Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.|param=string}}
{{O|SetParentAttachment|Change this entity to attach to a specific [[attachment]] point on its parent. The entity will teleport so that the position of its root [[bone]] matches that of the attachment.  Entities must be parented before being sent this input.|param=string}}
{{IO|SetParentAttachmentMaintainOffset|As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.|param=string}}
{{O|SetParentAttachmentMaintainOffset|As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.|param=string}}
{{IO|ClearParent|Removes this entity from the the movement hierarchy, leaving it free to move independently.}}
{{O|ClearParent|Removes this entity from the the movement hierarchy, leaving it free to move independently.}}
{{IO|[[AddOutput]]|Evaluates a keyvalue/output on this entity. <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}}
{{O|[[AddOutput]]|Evaluates a keyvalue/output on this entity. <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]].}}
{{O|FireUser1|to=FireUser4|Fire the <code>OnUser</code> outputs; see [[User Inputs and Outputs]].}}
{{IO|Use|Same as a player invoking [[+use]]; may not do anything. Can also be invoked by creating an output that does not specify an input.<br /> This input is not included in Valve's [[FGD]]s.|nofgd=1}}
{{O|Use|Same as a player invoking [[+use]]; may not do anything. Can also be invoked by creating an output that does not specify an input.<br /> This input is not included in Valve's [[FGD]]s.|nofgd=1}}
{{IO|DispatchEffect|Dispatches a special effect from the entity's origin. Removed and replaced entirely by the [[particle]] system since {{l4d}}.|param=string|nofgd=1}}
{{O|DispatchEffect|Dispatches a special effect from the entity's origin. Removed and replaced entirely by the [[particle]] system since {{l4d}}.|param=string|nofgd=1}}
{{IO|DispatchResponse|Dispatches a response to the entity. See [[Response]] and [[Concept]].|param=string|nofgd=1}}
{{O|DispatchResponse|Dispatches a response to the entity. See [[Response]] and [[Concept]].|param=string|nofgd=1}}
{{IO|AddContext|Adds to the entity's list of [[Response System|response contexts]]. Format is <code><key>:<value></code>.|param=string}}
{{O|AddContext|Adds to the entity's list of [[Response System|response contexts]]. Format is <code><key>:<value></code>.|param=string}}
{{IO|RemoveContext|Remove a context from this entity's list. The name should match the key of an existing context.|param=string}}
{{O|RemoveContext|Remove a context from this entity's list. The name should match the key of an existing context.|param=string}}
{{IO|ClearContext|Removes all contexts from this entity's list.|param=string}}<!--
{{O|ClearContext|Removes all contexts from this entity's list.|param=string}}<!--
-->{{#if:{{{l4d2|}}}|<!--
-->{{#if:{{{l4d2|}}}|<!--
-->{{IO|RunScriptFile|Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.|param=script|since=L4D2}}
-->{{O|RunScriptFile|Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.|param=script|since=L4D2}}
{{IO|RunScriptCode|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 {{l4d2}}, the code is executed in the script scope of the entity that fires the output, ''not'' the one receiving the input.}} {{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.}}|param=string|since=L4D2}}
{{O|RunScriptCode|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 {{l4d2}}, the code is executed in the script scope of the entity that fires the output, ''not'' the one receiving the input.}} {{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.}}|param=string|since=L4D2}}
{{IO|CallScriptFunction|Execute a VScript function in the scope of the receiving entity.|param=string|since=L4D2|nofgd=1}}<!--
{{O|CallScriptFunction|Execute a VScript function in the scope of the receiving entity.|param=string|since=L4D2|nofgd=1}}<!--
-->| }}{{#if:{{{portal2|}}}|<!--
-->| }}{{#if:{{{portal2|}}}|<!--
-->{{IO|SetLocalOrigin|param=coordinates|since=AS|nofgd=1|Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.}}
-->{{O|SetLocalOrigin|param=coordinates|since=AS|nofgd=1|Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.}}
{{IO|SetLocalAngles|param=angles|since=AS|nofgd=1|Set this entity's angles.}}<!--
{{O|SetLocalAngles|param=angles|since=AS|nofgd=1|Set this entity's angles.}}<!--
-->| }}{{#if:{{{l4d2|}}}||{{#if:{{{portal2|}}}||{{#if:{{{base|}}}||<!--
-->| }}{{#if:{{{l4d2|}}}||{{#if:{{{portal2|}}}||{{#if:{{{base|}}}||<!--
-->{{IO|RunScriptFile|Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.|param=script|since=L4D2}}
-->{{O|RunScriptFile|Execute a [[VScript]] file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.|param=script|since=L4D2}}
{{IO|RunScriptCode|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 {{l4d2}}, the code is executed in the script scope of the entity that fires the output, ''not'' the one receiving the input.}} {{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.}}|param=string|since=L4D2}}
{{O|RunScriptCode|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 {{l4d2}}, the code is executed in the script scope of the entity that fires the output, ''not'' the one receiving the input.}} {{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.}}|param=string|since=L4D2}}
{{IO|CallScriptFunction|Execute a VScript function in the scope of the receiving entity.|param=string|since=L4D2|nofgd=1}}
{{O|CallScriptFunction|Execute a VScript function in the scope of the receiving entity.|param=string|since=L4D2|nofgd=1}}
{{IO|SetLocalOrigin|param=coordinates|since=AS|nofgd=1|Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.}}
{{O|SetLocalOrigin|param=coordinates|since=AS|nofgd=1|Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.}}
{{IO|SetLocalAngles|param=angles|since=AS|nofgd=1|Set this entity's angles.}}<!--
{{O|SetLocalAngles|param=angles|since=AS|nofgd=1|Set this entity's angles.}}<!--
* {{I DamageFilter}}
* {{I DamageFilter}}
* {{I Damage}}
* {{I Damage}}

Latest revision as of 13:04, 21 April 2025

Base

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput <string>
Evaluates a keyvalue/output on this entity.
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.
DispatchEffect <string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since Left 4 Dead.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.{{#if:||{{#if:||{{#if:||
RunScriptFile <script> (in all games since Left 4 Dead 2)
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 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.
Icon-Bug.pngBug: In Left 4 Dead 2, 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.pngWarning: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 Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.