Difference between revisions of "Logic eventlistener"

From Valve Developer Community
Jump to: navigation, search
m (Rearrangement)
Line 19: Line 19:
{{KV|Team Number|choices|If set, will only fire its output if the event is generated from someone of the specified team.}}
{{KV|Team Number|choices|If set, will only fire its output if the event is generated from someone of the specified team.}}
:*-1: Don't care
:*-1: Don't care
:*2: Red {{tf2}}, Survivors {{l4d}}{{l4d2}}, Terrorists {{css}}{{csgo}}
:*0: Unassigned
:*3: Blue {{tf2}}, Infected {{l4d}}{{l4d2}}, Counter-Terrorists {{css}}{{csgo}}
:*1: Team 1 {{portal2}}, Spectators {{csgo}}
:*2: Team 3 (ORANGE) {{portal2}}, Terrorists {{csgo}}
:*3: Team 3 (BLUE) {{portal2}}, Counter-Terrorists {{csgo}}

Revision as of 14:58, 7 May 2021

logic_eventlistener is a point entity available in all Source games since [Portal 2] Portal 2. It can listen to events fired from code and fire and output when it happens. All event declarations can be found in these files:

Confirm:The entity will stop working (firing outputs) after a save is reloaded.



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.
Event Name <string>
The name of the event that you want to listen for.
Fetch Event Data <boolean> (in all games since Counter-Strike: Global Offensive)
Copies the game event data to the event_data table in the script scope of the listener entity when the event is fired.
Start Enabled <boolean>
Whetever this entity starts enabled or not.
Team Number <choices>
If set, will only fire its output if the event is generated from someone of the specified team.
  • -1: Don't care
  • 0: Unassigned
  • 1: Team 1 [Portal 2], Spectators Counter-Strike: Global Offensive
  • 2: Team 3 (ORANGE) [Portal 2], Terrorists Counter-Strike: Global Offensive
  • 3: Team 3 (BLUE) [Portal 2], Counter-Terrorists Counter-Strike: Global Offensive



Removes this entity from the world.
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.


Enable/disable this entity from performing its task. It might also disappear from view.


Fired when the event has been detected.


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 <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.