Firetarget: Difference between revisions
Jump to navigation
Jump to search
Note:Use input seems to use outputID property of an event as use type, which means that the first parsed output in currect game session will actually be type
No edit summary |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{This is a|name=firetarget|console command}} This command calls an entity's Use function with use type <code>USE_TOGGLE</code>. It represents the way GoldSrc entities communicate. | {{This is a|name=firetarget|console command}} This command calls an entity's [[Use]] function with use type <code>USE_TOGGLE</code>. It represents the way GoldSrc entities communicate. | ||
=== Syntax === | === Syntax === |
Revision as of 19:26, 12 May 2025
firetarget
is a console command available in all Source games. This command calls an entity's Use function with use type
USE_TOGGLE
. It represents the way GoldSrc entities communicate.
Syntax
Syntax: firetarget <targetname or classname>
Not providing an argument is equivalent to !picker. !activator / !caller / !self
target the player issuing the command.
Examples
firetarget env_sprite
- toggles env_sprites on/off as they have left-over use function which is officially still used in certain Half-Life: Source maps and targetted by multi_manager.
firetarget button
- assuming button is name of a func_button this command will press it
It prints messages to console about what is being fired if at least developer 2 is set.

USE_ON
, second one will be USE_SET
and the rest will be USE_TOGGLE
(mind that map menu backgrounds is the place where first output in the current game session will be parsed) Use input fired via ent_fire will always be USE_OFF
because ent_fire sets outputID of an IO event to 0.