Updateitem1

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Template:Portal point It was added by the March 1, 2010 update.

Entity Description

This entity seems to be the area where updateitem2 will receive a signal (sprite turns green, sounds play, static sounds, etc...).

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • DamageFilter:
Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


Inputs

  • 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 <stringRedirectOutput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectOutput/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 <stringRedirectOutput/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 <stringRedirectOutput/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 <stringRedirectOutput/string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since Left 4 Dead.
DispatchResponse <stringRedirectOutput/string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext <stringRedirectOutput/string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <stringRedirectOutput/string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <stringRedirectOutput/string>
Removes all contexts from this entity's list.{{#if:||{{#if:||{{#if:||
RunScriptFile <scriptRedirectOutput/string> (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 <stringRedirectOutput/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 <stringRedirectOutput/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 <anglesRedirectOutput/Vector> (in all games since Alien Swarm) !FGD
Set this entity's angles.
  • DamageFilter:
SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
EnableDamageForces  (in all games since Half-Life 2: Episode Two)
Todo: What is this?
DisableDamageForces  (in all games since Half-Life 2: Episode Two)
Todo: What is this?

Outputs

  • OnUser1
  • OnUser2
  • OnUser3
  • OnUser4

See Also