Difference between revisions of "Info apc missile hint"

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{{lang|Info apc missile hint}}
info_apc_missile_hint
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{{hl2 brush|info_apc_missile_hint}} It helps guide rockets ({{ent|apc_missile}} fired by the {{ent|prop_vehicle_apc}}. In short, if the missile can hit a target before that target leaves this volume, the missile will steer towards it.
  
Something that helps APC missiles guide. If the missile can hit the associated target entitybetween the time it takes the current enemy to enter + leave the hint, then the missile will guide to the entity.
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{{note|The FGD data lists <code>Enable</code> and <code>Disable</code> inputs, but they do not exist in code.}}
  
KEYS
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{{code class|CInfoAPCMissileHint|weapon_rpg.cpp}}
  
Name targetname <target_source> The name that other entities refer to this entity by.
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==Keyvalues==
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{{KV|Target (target)|target_destination|The entity that the missile will guide towards if the conditions are met.}}
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{{KV BaseEntity|base=1}}
  
Origin (X Y Z) origin <origin> The position of this entity's center in the world. Rotating entities typically rotate around their origin.
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==Inputs==
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{{I BaseEntity|prel4d=1|base=1}}
  
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.
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==Outputs==
 
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{{O BaseEntity}}
Start Disabled StartDisabled <choices>
 
 
 
Target Entity target <target_destination> The entity that the missile will guide towards if the conditions are met.
 
 
 
 
 
INPUTS
 
 
 
Kill Removes this entity from the world.
 
 
 
KillHierarchy Removes this entity and all its children from the world.
 
 
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
 
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
 
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
 
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
 
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
 
 
Enable Enable this entity.
 
 
 
Disable Disable this entity.
 
 
 
 
 
OUTPUTS
 
 
 
OnUser1 Fired in response to FireUser1 input.
 
 
 
OnUser2 Fired in response to FireUser2 input.
 
 
 
OnUser3 Fired in response to FireUser3 input.
 
 
 
OnUser4 Fired in response to FireUser4 input.
 

Latest revision as of 03:26, 11 September 2018

<Half-Life 2> info_apc_missile_hint is a brush entity available in the Half-Life 2 series. It helps guide rockets (apc_missile fired by the prop_vehicle_apc. In short, if the missile can hit a target before that target leaves this volume, the missile will steer towards it.

Note:The FGD data lists Enable and Disable inputs, but they do not exist in code.

In code, it is represented by class CInfoAPCMissileHint, defined in weapon_rpg.cpp.

Keyvalues

Target (target) <targetname>
The entity that the missile will guide towards if the conditions are met.

Base:

Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
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:This works on brush entities, although Hammer doesn't show the new angles.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,.... Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Local Time (ltime) <float> !FGD
The local time of the entity, independent of the global clock. Used mainly for physics calculations.
Next Think (nextthink) <float> !FGD
Amount of time before the entity thinks again.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.

Inputs

Base:

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 than Kill.
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput  <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
DispatchEffect  <string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse  <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext  <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext  <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext  <string>
Removes all contexts from this entity's list.

Outputs

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.