Point hurt

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Template:Wrongtitle

Entity Description

An entity that 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.

Availability

Template:In game Template:Game-base In code it is represented by class [1], defined in [2].

Keyvalues

<string> If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage.
  • DamageRadius
<float> All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage. Default: 256
  • Damage
<integer> Damage done to all affected entities each time this entity fires. Default: 5
  • DamageDelay
<float> Delay between refires, in seconds. Default: 1
  • DamageType
<choices> Damage Type. Default: 0 : "Type of damage to inflict on entities damaged."
Literal value Description
0 GENERIC
1 CRUSH
2 BULLET
4 SLASH
8 BURN
16 FREEZE
32 FALL
64 BLAST
128 CLUB
256 SHOCK
512 SONIC
1024 ENERGYBEAM
16384 DROWN
32768 PARALYSE
65536 NERVEGAS
131072 POISON
262144 RADIATION
524288 DROWNRECOVER
1048576 CHEMICAL
2097152 SLOWBURN
4194304 SLOWFREEZE

Inputs

  • 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.
  • 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.

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.