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asw_gamerules

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asw_gamerules is a point entity available in Alien Swarm Alien Swarm.== Entity Description == Alien Swarm: Infested game rules

Keyvalues

Speedrun time (speedruntime) <integer>
Speed run time in seconds. Players must complete the mission within this time to unlock Uber mode.
Speedrun time singleplayer (speedruntimesp) <integer>
Speed run time in seconds. Players must complete the mission within this time to unlock Uber mode.
Jump Jet and Blink path finding (jumpjettype) <choices> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
This setting controls which nodes marine can do jump jet to. Before jumping server builds a route to destination node. If route exists and is valid then jump is performed. Use ai_show_connect to see ground links, ai_show_connect_jump to see ground and jump links. asw_debug_blink. Ground routes only(0) player can only jump on the node which is nearest to mouse position and there is a ground route to this node not blocked by closed doors or brushes. Ground and jump routes(1) same as (0) but 'jump links' between nodes are considered valid for building routes, so players can jump over a hole or steep. Allow jump everywhere(2) just allows to jump on any surface or prop, but not on a surface which is inside a playerclip or clip brush. Make sure you cover non jumpable areas with playerclip brushes. Jump no matter what(3) finds the nearest node to mouse position and jumps to it. The jump will always be performed no matter what. Used for survival maps where jumping saves lives.
  • 0 : "Ground routes only"
  • 1 : "Ground and jump routes"
  • 2 : "Allow jump everywhere"
  • 3 : "Jump no matter what"
Camera Rotation (allowcamerarotation) <choices> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
Allow players to rotate the camera using rotatecameraleft and rotatecameraright.
  • 0 : "Deny rotation"
  • 1 : "Allow rotation"

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])
Tip.pngTip:Entities transition to the next map with their parents
Tip.pngTip: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.
Note.pngNote:Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (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.
Note.pngNote: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.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Flags (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> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.

Inputs

SetTutorialStage <integer> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
reset the tutorial to a different spawn; only works on the tutorial level
AddPoints <integer> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
Award points to the players. Only works if the mission is in progress and the mission overview is tagged with 'points'.
ModifyDifficulty <integer> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
Modify the mission difficulty level during gameplay. This does NOT affect health for already-spawned aliens. Normal difficulty is 5, brutal is 13. Only works if the mission is in progress. Difficulty level cannot go below 2 or above 10 million.
MarineFinishedMission <targetname> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
Mark a marine as having finished the mission independely of their team, for speedrun leaderboards.

Base:
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 the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !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.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

OnDifficulty <integer> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
On mission start, 1=Easy, 2=Normal, 3=Hard, 4=Insane, 5=Brutal
OnOnslaught <integer> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
On mission start, 0=Normal, 1=Onslaught
OnFriendlyFire <integer> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
On mission start, 0=Normal, 1=Hardcore
OnChallenge <string> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
On mission start, the challenge filename or 0 for no challenge.
TotalPoints <integer> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
Called when score changes
MissionDifficulty <integer> (only in Alien Swarm: Reactive Drop Alien Swarm: Reactive Drop )
Called when computed mission difficulty changes. Not to be confused with OnDifficulty.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.