AddOutput

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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: 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


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).