Asw objective countdown
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asw_objective_countdown
This is a point entity available in Alien Swarm. It creates an objective that goes with a countdown. The objective must be set complete before the countdown expires or it will be set failed and the game will be lost.
Note: This is a 'Jacob's Rest'-Campaign specific entity. If used, it will play the sounds from the 'Timor Station' level and create an HUD element saying "Nuclear Detonation Imminent".
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_objective_dummies' are used as markers.
- 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'.
- Countdown Lenght
- How many seconds before the level explodes.
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.
- StartCountdown
- Begins the countdown sequence after which the mission will fail.
- CancelCountdown
- Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.
- 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.
- Important: 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!
Output
- OnObjectiveComplete
- Fires an outpout when the objective is set complete.
- Hint: Useful for designing dynamic list of objectives that change during gameplay.
- OnCountdownFailed
- Fired when the countdown has expired.
- Note: Seems pretty sensless, because when the countdown expires the mission fails anyway.
- OnUser1-4
- Fired in response to the FireUser inputs; see User Inputs and Outputs.
--Mr Tk 20:40, 14 May 2011 (UTC)