Difference between revisions of "Game coopmission manager"

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(Linked Creating a Co-op Map. PreservedEnt. Code class CGameCoopMissionManager.)
 
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{{DISPLAYTITLE:game_coopmission_manager}}
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{{lang|game coopmission manager}}
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{{back|Creating a Co-op Strike Map}}
 
{{csgo point|game_coopmission_manager}}
 
{{csgo point|game_coopmission_manager}}
 
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{{preservedEnt|0}}
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{{code class|CGameCoopMissionManager|maprules.h}}
 
==Entity description==
 
==Entity description==
 
An entity that keeps track of the coop wave/phase and fires [[output]]s when players complete them.
 
An entity that keeps track of the coop wave/phase and fires [[output]]s when players complete them.
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See [[List of Counter-Strike: Global Offensive Script Functions#Co-op_Strike|List of CS:GO Script Functions]] for Co-op related [[VScript]] functions.
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{{Tip|To relay this entity's outputs in VScript, you can either create outputs with <code>RunScriptCode</code> for this entity or use <code>ConnectOutput("...","...")</code> in this entity's script scope.}}
  
 
== Keyvalues ==
 
== Keyvalues ==
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{{IO|OnWaveCompleted|Called when the players kill all enemies in this wave/section.}}
 
{{IO|OnWaveCompleted|Called when the players kill all enemies in this wave/section.}}
 
{{IO|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]].}}
 
{{IO|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]].}}
 
== See Also==
 
 
* [[List of Counter-Strike: Global Offensive Script Functions#Co-op_Strike_related|List of Counter-Strike: Global Offensive Script Functions]]
 

Latest revision as of 14:13, 7 September 2021

English
Creating a Co-op Strike Map

Counter-Strike: Global Offensive game_coopmission_manager is a point entity available in Counter-Strike: Global Offensive .

Note.png Note: This is a preserved entity.
  • On a new round, it will intentionally not reset itself to its default properties (including position).
    Placementtip.gif Workaround: If this is an issue, you can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.

In code, it is represented by theCGameCoopMissionManagerclass, defined in themaprules.hfile.

Entity description

An entity that keeps track of the coop wave/phase and fires outputs when players complete them.

See List of CS:GO Script Functions for Co-op related VScript functions.

Tip.png Tip: To relay this entity's outputs in VScript, you can either create outputs with RunScriptCode for this entity or use ConnectOutput("...","...") in this entity's script scope.

Keyvalues

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 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.
Script think function (thinkfunction) <string> (in all games since Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Inputs

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

OnMissionCompleted
Called when the mission is completed.
OnRoundLostKilled
Called when the round is lost and the players are killed.
OnRoundLostTime
Called when the round is lost because time ran out.
OnRoundReset
Called when the round resets.
OnSpawnsReset
Called right before the level restarts, so the spawns can be set up.
OnWaveCompleted
Called when the players kill all enemies in this wave/section.
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.