Difference between revisions of "AddOutput"

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[[Category:IO System]]
 
 
{{lang|AddOutput}}
 
{{lang|AddOutput}}
 
The AddOutput output in [[Hammer]] uses the syntax : <code><key> <value></code> '''or''' <output name> <target name>:<input name>:<parameter>:<delay>:<max times to fire (-1 = infinity, 1 = once only)> to be used in the parameters field of the [[output]]
 
The AddOutput output in [[Hammer]] uses the syntax : <code><key> <value></code> '''or''' <output name> <target name>:<input name>:<parameter>:<delay>:<max times to fire (-1 = infinity, 1 = once only)> to be used in the parameters field of the [[output]]
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==See Alsо==
 
==See Alsо==
 
*[https://www.youtube.com/watch?v=Ri8r7lUEB0w&feature=youtu.be|briefly about the AddOutput]
 
*[https://www.youtube.com/watch?v=Ri8r7lUEB0w&feature=youtu.be|briefly about the AddOutput]
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[[Category:IO System]]

Latest revision as of 01:12, 15 May 2021

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The AddOutput output in Hammer uses the syntax : <key> <value> or <output name> <target name>:<input name>:<parameter>:<delay>:<max times to fire (-1 = infinity, 1 = once only)> to be used in the parameters field of the output

Warning.png Warning: Don't use quotation characters (") in the Text Message field (not even \" characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor. Instead, use use detailed quotes (i.e. and ).

Syntax example with parameters: OutputName TargetName:Color:255 255 255:0:-1

Syntax example with NO parameters: OutputName TargetName:Open::0:-1

Note.png Note: Syntax is different in Source 2. Syntax example with NO parameters in Source 2: OutputName>TargetName>InputName>Parameter>Delay>MaxTimesToFire

It is worth noting that if you have no parameters, then put nothing between the two colons or ">."

Max times to fire can work with values other than 1 or -1.

1 = fire once, 2 = fire twice, [...] , -1 = fire infinite times To do: People sometimes report this not working. It might not work in some games or when done through hammer vs ent_fire.

Examples

Format: <key> <value>
{
"classname" "prop_physics"
"targetname" "prop01"
.
.
.
"OnHealthChange" "!self,AddOutput,targetname prop9001"
} 

This changes the target name of the prop. In this case, it is changing it's own name, so !self == prop01.

Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, 1 means once and -1 means infinite>
{
"classname" "tf_logic_auto"
.
.
.
"OnMapSpawn" "team_round_timer_red,AddOutput,OnFinished game_round_win:RoundWin::0:-1,0,-1"
}

This adds an output to an entity with the targetname "team_round_timer_red".


Trigger_Multiple
Name: Ghost


Outputs
My Output Named: OnEndTouch
Targets entities named: !activator
Via this input: Alpha
With a parameter override of: 255
After a delay in seconds: 0.10


My Output Named: OnStartTouch
Targets entities named: !activator
Via this input: AddOutput
With a parameter override of: rendermode 1
After a delay in seconds: 0.00


My Output Named: OnStartTouch
Targets entities named: !activator
Via this input: Alpha
With a parameter override of: 120
After a delay in seconds: 0.00


Results in translucent player when standing in the trigger_multiple (OnStartTouch) and visible again when not in the trigger_multiple (OnEndTouch).

See Alsо