Difference between revisions of "Asw pickup vindicator"

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(Created article, transcribing keyvalues, IO and Flags from entity properties in hammer)
 
m (fixed OnCacheInteraction Output)
Line 45: Line 45:
 
== Outputs ==
 
== Outputs ==
 
; <code>OnCacheInteraction</code>
 
; <code>OnCacheInteraction</code>
: Fired when the Player interacts with this entity.
+
: {{todo}}: When is this Output fired?
 
; <code>OnPlayerTouch</code>
 
; <code>OnPlayerTouch</code>
 
: Fired when the player touches this entity.
 
: Fired when the player touches this entity.
 
; <code>OnUser1</code> to <code>OnUser4</code>
 
; <code>OnUser1</code> to <code>OnUser4</code>
 
: Fired in response to the FireUser inputs; see [[User Inputs and Outputs]].
 
: Fired in response to the FireUser inputs; see [[User Inputs and Outputs]].

Revision as of 15:50, 12 August 2010

Alien Swarm asw_pickup_vindicator is a point entity available in Alien Swarm. It is used to spawn a vindicator.

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 14 bullets.
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 4 incendiary grenades.

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
To do: When is this Output fired?
OnPlayerTouch
Fired when the player touches this entity.
OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.