Asw objective triggered
Jump to navigation
Jump to search
asw_objective_triggered
This is a point entity available in Alien Swarm. It creates an objective (including an entry in the objectives list) which can be set complete via an input fired from any entity, which allows the designer to practically create every kind of mission objective he likes to.
Keyvalues
- Name
- The name that other entities refer to this entity by.
- Entity Scripts
- Name(s) of script files that are executed after all entities have spawned.
- Script think function
- Name of a function in this entity's script scope which will be called automatically.
- Objective Title
- Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.
- Objective Description Line 1-4
- First 255 characters of the detail description for this objective.
Note:Each "Line" will be displayed as one paragraph in the objectives list!
- Marker Name
- Name of the target object that pinpoints this objective's location in the level.
Note:In original ASW-Campaign, 'asw_marker' are used for this.
- Map Markings
- Used to mark areas on the map per objective. Follows this format: BRACKETS [x] [y] [w] [h].
- HUD Icon
- Icon displayed next to the objective name on the HUD.
- Icon 1-5
- Icon displayed next to the map on the briefing.
- Objective Image
- Name a VGUI texture to show as a screenshot for this objective.
Note:Must be stored in the mods VGUI directory!
- Visible
- Whether this objective is visible or hidden.
Note:Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.
Inputs
AddOutput
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format: <key> <value>
- Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1-4
- Fire the OnUser outputs; see User Inputs and Outputs.
Kill
- Removes this entity from the world.
SetComplete
- Marks this objective as complete (will be marked with in the objectives list).
SetIncomplete
- Marks this objective as incomplete (removes marker from objectives list).
Note:Will not cause the mission to be failed!
- Warning: Mission can't be won if not every objective is set complete - only use on objectives that can be completed multiple times!
SetFailed
- Marks this objective as failed.
Note:Will cause the mission to fail, don't confuse up with SetIncomplete!
SetVisible
- Toggles the visibility of an objective in the objectives list.
Note:Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.
Warning:This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!
Outputs
OnObjectiveComplete
- Fires an outpout when the objective is set complete.
Tip:Useful for designing dynamic list of objectives that change during gameplay.
OnUser1-4
- Fired in response to the FireUser inputs; see User Inputs and Outputs.