Difference between revisions of "Point hurt"

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{{KV|Damage|integer|Damage done to all affected entities each time this entity fires.}}
 
{{KV|Damage|integer|Damage done to all affected entities each time this entity fires.}}
 
{{note|The specified amount of damage will be halved. Consider multiplying your amount of damage by 2 and using it as the Value.}}
 
{{note|The specified amount of damage will be halved. Consider multiplying your amount of damage by 2 and using it as the Value.}}
{{note|[CS:GO] It is possible that unlike trigger_hurt, point_hurt does not halve the damage for the reason of the damage being the damage per second, as you can manually edit the amount of time between triggers. Damage type CRUSH should ignore armor, and generic is known to halve when dealing with armored players.}}
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{{note|{{csgo}} It is possible that unlike trigger_hurt, point_hurt does not halve the damage for the reason of the damage being the damage per second, as you can manually edit the amount of time between triggers. Damage type CRUSH should ignore armor, and generic is known to halve when dealing with armored players.}}
 
{{warning|Negative values are changed to positive automatically when this entity spawns. A workaround is to change the <code>Damage</code> keyvalue using [[AddOutput]].}}
 
{{warning|Negative values are changed to positive automatically when this entity spawns. A workaround is to change the <code>Damage</code> keyvalue using [[AddOutput]].}}
 
{{KV|Delay|float|Delay between refires, in seconds.}}
 
{{KV|Delay|float|Delay between refires, in seconds.}}

Revision as of 07:15, 6 July 2019

Point hurt.png


point_hurt is a point entity available in all Source games. It does damage to all entities in a radius around itself, with a specified delay. If 'Target Entity' is specified, the damage is only done to that entity. You will need to create a brush and then move that to an entity.

In code it is represented by class CPointHurt, defined in pointhurt.cpp.

Note:This entity can be parented, although this is this by default missing from Valve's FGDs.

Keyvalues

Target Entity <string>
If specified, only this DamageTarget will take damage. Otherwise, all entities within the Radius will take damage.
Radius <float>
All entities within this radius of this entity will take damage. If a Target Entity is specified, only that entity will take damage.
Damage <integer>
Damage done to all affected entities each time this entity fires.
Note:The specified amount of damage will be halved. Consider multiplying your amount of damage by 2 and using it as the Value.
Note:<Counter-Strike: Global Offensive> It is possible that unlike trigger_hurt, point_hurt does not halve the damage for the reason of the damage being the damage per second, as you can manually edit the amount of time between triggers. Damage type CRUSH should ignore armor, and generic is known to halve when dealing with armored players.

Warning: Negative values are changed to positive automatically when this entity spawns. A workaround is to change the Damage keyvalue using AddOutput.

Delay <float>
Delay between refires, in seconds.
Damage Type <choices>
Type of damage to inflict on entities damaged.
Value Description
0 GENERIC
1 CRUSH
2 BULLET
4 SLASH
8 BURN
16 FREEZE
16 TRAIN <Team Fortress 2>
16 VEHICLE (New with Alien Swarm)
32 FALL
64 BLAST
128 CLUB
256 SHOCK
512 SONIC
Value Description
1024 ENERGYBEAM
16384 DROWN
32768 PARALYSE
65536 NERVEGAS
65536 SAWBLADE <Team Fortress 2>
131072 POISON
262144 RADIATION
524288 DROWNRECOVER
1048576 CHEMICAL
1048576 CRITICAL <Team Fortress 2>
1048576 ACID (New with Alien Swarm)
2097152 SLOWBURN
4194304 SLOWFREEZE

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:Try to avoid expensive operations in this function, as it may cause performance problems.

Parentname:

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.

Inputs

Hurt
Force a single fire, damaging either the Target Entity or all entities within the radius.
TurnOn
Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.
TurnOff
Disable this entity. It will stop damaging entities.
Toggle
Toggle this entity between On/Off state.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
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: 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> (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.

Parentname:

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.

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