User:DantonDamnark

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Just a normal user, with helpful information involving certain thing.

I'll be keeping this list of "ent_fire" commands here for anyone to use. If you have anything to add, please let me know on my Talk Page.

List of ent_fire commands & how to use

"Ref", in this article, is a generic name for referring to the entity being targeted (Ex: !picker, !player...)

Generic/Global commands

  • Color
Use: ent_fire ref color "#1 #2 #3"
'#' refers to any number between 0 and 255.
Effect: Changes the offsets of the targeted entity by order of a Red(#1), Green(#2), Blue(#3) color scheme. Normal entities(those whose colors are not modified by the map or other script) will have a default color scheme of 255, 255, 255.
Notes: Quotations(" ") must encapsulate all 3 numbers(#). Other wise only the first number, it being the Red, will be controlled and the engine will assume the other 2 colors, Green and Blue, are 0.
  • Disable/Enable
Use: ent_fire ref disable & ent_fire ref enable
Effect: Similar to 'kill' but can be, for the most part, undone with enable.
Notes: If an object, say a prop, is disabled and it was targeted with !picker but not given a reference name, via ent_setname, you will not be able to enable it due to the impossibility of targeting it.

Props/Models

  • Disable/Enable Collision
Use: ent_fire ref disablecollision & ent_fire ref enablecollision
Effect: Removes collision on target. Allowing you to walk through them.
  • Turn On/Off
Use: ent_fire ref turnoff & ent_fire ref turnon
Effect: Similar to 'disable' and 'enable' but collision with solid objects still occurs.
Notes: Does not have the targeting limitations that 'Disable/Enable' does. Even with disablecollision active.
  • Break
Use: ent_fire ref break
Effect: Gibs target.
Notes: If target does not have Gibs, this command will act like the 'kill' command.
  • Become Ragdoll
'Use': ent_fire ref becomeragdoll
'Effect': Turns target into a ragdoll.
'Notes': If target does not cannot become a ragdoll, nothing will happen. If used on a player, it may cause that player's client to crash or disable him from respawning or changing team.
  • Set Animation
Use: ent_fire ref setanimation *
Effect: Forces model into specified animation (*).
Notes: Animation(*) must be valid for target model. If a target is already in an animation and an invalid animation is entered, it will be forced into its default pose (Ex: Reference, a.k.a. T-Model). Some animations loop, such as "idles".
  • Set Default Animation
Use: ent_fire ref setdefaultanimation
Effect: Changes the target's default animation.
Notes: Default Animations are forced to looped. Default animations may not appear until the SetAnimation animation finishes.
  • Set Body Group
Use: ent_fire ref setbodygroup #
Effect: Changes body group of target. 0 is default.
  • Change Skin
Use: ent_fire ref skin #
Effect: Changes the skin of target. 0 is default.

Entity Specific

Doors

  • Open/Close
Use: ent_fire ref open & ent_fire ref close
Effect: Opens/Closes Doors. 'Locked' Doors can be opened with this.
  • Lock/Unlock
Use: ent_fire ref unlock & ent_fire ref lock
Effect: Unlock: Allows door to be opened. Lock: Prevents door from being opened through normal means.

Track Entities

Examples: TF2 Payload Cart, Trains

  • Toggle Movement
Use: ent_fire ref toggle
Effect: Forces targets movement along track. Used to start and stop.
Notes: Speed is equal to max speed set when compiling map.
  • Start Forward/Backwards & Stop
Use: ent_fire ref startforward & ent_fire ref startbackward or ent_fire ref reverse
Effect: Similar to toggle, but separate commands.
Notes: In Team Fortress 2, Reverse/StartBackward causes the Payload to jitter back and forth in place. Using ent_fire ref resume will cause the track object to continue if it had been stopped with stop. A Payload Cart moved in this way will behalve as if it has not been moved at all (will not return to a previous checkpoint unless touched by a member of its team).

Other

  • Hide Model
Use: ent_fire ref hidemodel
Effect: Hides the model of target.
Entity Example: Team Fortress 2 Command Point Projection


Ent_Fire commands I need help Understanding

  • Alpha
Need to know: Parameters/Usage