Difference between revisions of "Info apc missile hint"

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{{wrongtitle|title=info_apc_missile_hint}}
info_apc_missile_hint
 
  
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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==Entity Description==
 +
Something that helps APC missiles guide. If the missile can hit the associated target entity between the time it takes the current enemy to enter + leave the hint, then the missile will guide to the entity.
  
KEYS
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==Availability==
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{{in game|brush}} {{game|HL2}}
 +
{{in code|class=CInfoAPCMissileHint|file=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 Targetname}}
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*{{kv Origin}}
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*{{kv Angles}}
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*{{kv EnableDisable}}
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*'''target'''
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:<target_destination> The entity that the missile will guide towards if the conditions are met.
  
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 Targetname}}
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*{{i EnableDisable}}
  
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 Targetname}}
  
Start Disabled StartDisabled <choices>
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[[Category:Entities]]
 
 
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.
 

Revision as of 03:28, 8 October 2005

Template:Wrongtitle

Entity Description

Something that helps APC missiles guide. If the missile can hit the associated target entity between the time it takes the current enemy to enter + leave the hint, then the missile will guide to the entity.

Availability

This brush-based entity is available in: HL2. In code it is represented by class [1], defined in [2].

Keyvalues

<target_destination> The entity that the missile will guide towards if the conditions are met.

Inputs

  • Targetname:

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.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
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.
RunScriptFile  <script> (New with 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> (New with 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: 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: 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with 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> (New with Alien Swarm) !FGD
Set this entity's angles.
  • EnableDisable:
Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

  • Targetname:

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.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.