point_hurt
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January 2024



January 2024


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CPointHurt |
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point_hurt
is a point entity available in all Source games. It does damage to all entities in a radius around itself, with a specified delay. If 'Target Entity' is specified: the damage is only done to that entity, and radius is ignored. You will need to create a brush and then move that to an entity.

parent
keyvalue from Valve's FGDs.
Flags
- Start Active : [1] !FGD
- Bypass ÜberCharge : [2] (only in
) !FGD
- Allows the damage to bypass Medic's
ÜberCharge.
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
- Target Entity (DamageTarget) <string>
- If specified, only this DamageTarget will take damage. Otherwise, all entities within the Radius will take damage. Evaluated when used. !activator accepted.
- Radius (DamageRadius) <float>
- All entities within this radius of this entity will take damage. If a
Target Entity
is specified, only that entity will take damage.

- Damage (Damage) <integer>
- Damage done to all affected entities each time this entity fires.




A workaround might be to change it later using AddOutput. (in


- Delay (DamageDelay) <float>
- Delay between refires, in seconds.

- Damage types (DamageType) <choices>
- Type of damage to inflict on entities damaged.
- 0: GENERIC
- 1: CRUSH
- 2: BULLET
- 4: SLASH
- 8: BURN
- 16: VEHICLE / (TRAIN
)
- 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK (Spawns particle with missing texture in
)
- 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / (SAWBLADE
)
- 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / (CRITICAL
)
- 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
- 16777216: FULLGIB (in
)

VEHICLE
is namedFREEZE
ACID
is namedCHEMICAL
REMOVENORAGDOLL
is namedSLOWFREEZE


Inputs
- Hurt
- Force a single fire, damaging either the Target Entity or all entities within the radius.
- TurnOn
- Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.
- TurnOff
- Disable this entity. It will stop damaging entities.
- Toggle
- Toggle this entity between On/Off state.