asw_pickup_mining_laser

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Alien Swarm asw_pickup_mining_laser is a point entity available in Alien Swarm . It is used to spawn a mining laser.

The laser can be fired at asw_prop_laserable to destroy them.

Keyvalues

Name <string>
The name that other entities refer to this entity by.
Entity Script <string>
Name(s) of script files that are executed after all entities have spawned.
Script think function <string>
Name of a function in this entity's script scope which will be called automatically.
Disable Shadows <bool>
Enable/disable shadows.
Start Fade Dist/Pixels <int>
Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
End Fade Dist/Pixels <int>
Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
Fade Scale <To do: Is type of parameter int or float?>
If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
Stay in air on startup <bool>
If set, this pickup won't fall to the ground when the map starts.
Bullets in gun <int>
Specifies the number of bullets in this pickup. On this pickup, defaults to 50 energy units.
Clips <int>
Specifies the number of clips in this pickup. On this pickup, defaults to 5 clips.
Secondary Bullets <int>
Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.

Angles:

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.

Flags

  • Start Constrained. To do: Find out how this constrains the entity.

Inputs

CallScriptFunction <string>
Calls the function named as parameter from the script specified under Keyvalue Entity Script.
EnableShadow
Enables shadow.
DisableShadow
Disables shadow.
RunScriptCode
Runs script code. To do: Parameters?
RunScriptFile
Runs script file. To do: Parameters?

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since Left 4 Dead 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)
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.
Bug.png Bug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving 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

OnCacheInteraction
Fired when the Player interacts with this entity.
OnPlayerTouch
Fired when the player touches this entity.
OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.