Difference between revisions of "AddOutput"
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− | 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 == | + | 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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{{Warning|Don't use quotation characters (") in the ''Text Message'' field (not even <code>\"</code> 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. <code>“</code> and <code>”</code>).}} | {{Warning|Don't use quotation characters (") in the ''Text Message'' field (not even <code>\"</code> 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. <code>“</code> and <code>”</code>).}} | ||
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It is worth noting that if you have no parameters, then put nothing between the two colons. | It is worth noting that if you have no parameters, then put nothing between the two colons. | ||
− | Max times to fire will not work with values other than | + | Max times to fire will not work with values other than 1 or -1. 1 = fire once, -1 = fire infinite times. |
==Examples== | ==Examples== | ||
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This changes the target name of the prop. In this case, it is changing it's own name, so !self == prop01. | This changes the target name of the prop. In this case, it is changing it's own name, so !self == prop01. | ||
− | :Format: <code><output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, | + | :Format: <code><output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, 1 means once and -1 means infinite></code> |
{ | { | ||
"classname" "tf_logic_auto" | "classname" "tf_logic_auto" |
Revision as of 11:40, 21 October 2018
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

\"
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
It is worth noting that if you have no parameters, then put nothing between the two colons.
Max times to fire will not work with values other than 1 or -1. 1 = fire once, -1 = fire infinite times.
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).