Logic eventlistener
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logic_eventlistener
es un punto de entidad disponible en todos los juegos de Source desde Template:Game name. Se puede usar en eventos del código que sean lanzados al suceder.
Todas las declaraciones de eventos se pueden encontrar en estos archivos:
resource/gameevents.res resource/modeevents.res resource/demoimportantevents.res resource/serverevents.res resource/hltvevents.res resource/replayevents.res
Confirmar:La entidad dejará de funcionar al cargar una partida guardada.
Valores clave
- Event Name
([todo internal name (i)])
<string > - The name of the event that you want to listen for.
- Fetch Event Data
([todo internal name (i)])
<boolean > (en todos juegos desde ) (también en ) - Copies the game event data to the
event_data
table in the script scope of the listener entity when the event is fired. - Team Number
([todo internal name (i)])
<choices> - If set, will only fire its output if the event is generated from someone of the specified team.
Base:
- Name
(targetname)
<string > - The name that other entities use to refer to this entity.
- Parent
(parentname)
<targetname > - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Consejo:Entities transition to the next map with their parentsConsejo:phys_constraint
can be used as a workaround if parenting fails. - Origin (X Y Z)
(origin)
<coordinates > - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Error:Hammer does not move the entities accordingly in the editor. [todo tested in?]
- Pitch Yaw Roll (Y Z X)
(angles)
<angle > - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Nota:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string > !FGD - Determines the characteristics of the entity before it spawns. Consejo:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags > !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags > !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist > (en todos juegos desde ) (también en ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string > (en todos juegos desde ) (también en ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean > (en todos juegos desde ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean > (en todos juegos desde ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Start Disabled
(StartDisabled)
<boolean > - Stay dormant until activated (with the
Enable
input).
Entradas
CBaseEntity:
AddContext
<string >- Adds to the entity's list of response contexts. See Context.
AddOutput
<string >- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
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 thanKill
input.
RemoveContext
<string >- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string >- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<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
<string >- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchEffect
<string > (eliminado desde ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script > (en todos juegos desde ) (también en )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string > (en todos juegos desde ) (también en )- 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.
CallScriptFunction
<string > (en todos juegos desde ) (también en ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receiving entity.
SetLocalOrigin
<coordinates > (en todos juegos desde ) !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.
EnableDisable:
Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Salidas
OnEventFired
- Fired when the event has been detected.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.