Difference between revisions of "Scripted target"

From Valve Developer Community
Jump to: navigation, search
 
m (removed {{DISPLAYTITLE}}, covered by the hl2 point template)
 
(20 intermediate revisions by 8 users not shown)
Line 1: Line 1:
scripted_target
+
{{hl2 point|scripted_target}}
 +
{{stub}}
  
Scripted Target
+
==Entity description==
 +
A point entity that targets an [[NPC]] for use in [[scripted sequence]]s.
  
KEYS
+
==Keyvalues==
 +
{{KV Targetname}}
  
Name targetname <target_source> The name that other entities refer to this entity by.
+
{{KV Parentname}}
  
Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
+
{{KV EnableDisable}}
  
Start Disabled StartDisabled <choices>
+
{{KV|Target NPC|float|}}
  
Target NPC m_iszEntity <npcclass>
+
{{KV|Search radius|float|Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.}}
  
Search Radius (0=everywhere) m_flRadius <integer> Radius to search within for an NPC to use. 0 searches everywhere.
+
{{KV|Move Speed|float|}}
  
Move Speed MoveSpeed <integer>
+
{{KV|Pause duration|float|}}
  
Pause Duration PauseDuration <integer>
+
{{KV|Effect duration|float|}}
  
Effect Duration EffectDuration <integer>
+
{{KV|Next Target|target_destination|}}
  
Next Target target <target_destination>
+
==Inputs==
 +
{{I Targetname}}
  
 +
{{I Parentname}}
  
INPUTS
+
{{I EnableDisable}}
  
Kill Removes this entity from the world.
+
==Outputs==
 +
{{O Targetname}}
  
KillHierarchy Removes this entity and all its children from the world.
+
{{IO|AtTarget|Fires when NPC reaches this target {{activator|NPC}}.|}}
  
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.
+
{{IO|LeaveTarget|Fires when NPC leaves this target {{activator|NPC}}.|}}
 
 
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.
 
 
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
 
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
 
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
 
 
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.
 
 
 
AtTarget Fires when NPC reaches this target
 
 
 
LeaveTarget Fires when NPC leaves this target
 

Latest revision as of 01:06, 1 August 2018

Half-Life 2 scripted_target is a point entity available in the Half-Life 2 series.

Entity description

A point entity that targets an NPC for use in scripted sequences.

Keyvalues

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.png 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.


EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).



Target NPC <float>


Search radius <float>
Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.


Move Speed <float>


Pause duration <float>


Effect duration <float>


Next Target <targetname>

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
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.


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.


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


AtTarget
Fires when NPC reaches this target (activator is the NPC).


LeaveTarget
Fires when NPC leaves this target (activator is the NPC).