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<Alien Swarm> asw_objective_countdown is a point entity available in Alien Swarm.

Entity description

It creates an objective that goes with a countdown. The objective must be set complete before the countdown expires or it will be set failed and the game will be lost.

Note.png Note: This is a 'Jacob's Rest'-Campaign specific entity. If used, it will play the sounds from the 'Timor Station' level and create an HUD element saying "Nuclear Detonation Imminent".



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.
Objective Description Line 1-4 <integer>
First 255 characters of the detail description for this objective.
Note.png Note: Each "Line" will be displayed as one paragraph in the objectives list!
Marker Name <targetname>
Name of the target object that pinpoints this objective's location in the level.
Note.png Note: Does not have any effect! To learn how to create map markings for your objectives refere to asw_marker.
Map Markings
Used to mark areas on the map per objective. Follows this format: BRACKETS [x] [y] [w] [h].
Note.png Note: Does not have any effect! To learn how to create map markings for your objectives refere to asw_marker.
HUD Icon
Icon displayed next to the objective name on the HUD.
Icon 1-5
Icon displayed next to the map on the briefing.
Objective Image
Name a VGUI texture to show as a screenshot for this objective.
Note.png Note: Must be stored in the mods VGUI directory!
Whether this objective is visible or hidden.
Note.png Note: Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.
Countdown Lenght
How many seconds before the level explodes.



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.


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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
Begins the countdown sequence after which the mission will fail.
Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.
Toggles the visibility of an objective in the objectives list.
Note.png Note: Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.
Warning.png Warning: This input must be used with a parameter override of 1 or 0 (numbers greater than 1 will be treated as 0) - 1 will set the objective visible, 0 will hide it!



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.
Fired when the countdown has expired.

See also