asw_objective_countdown
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: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".
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Objective Description Line 1-4
([todo internal name (i)])
<integer> - First 255 characters of the detail description for this objective.
- Note:Each "Line" will be displayed as one paragraph in the objectives list!
- Marker Name
([todo internal name (i)])
<targetname> - Name of the target object that pinpoints this objective's location in the level.
- Note:Does not have any effect! To learn how to create map markings for your objectives refere to asw_marker.
- Map Markings
([todo internal name (i)])
- Used to mark areas on the map per objective. Follows this format: BRACKETS [x] [y] [w] [h].
- Note:Does not have any effect! To learn how to create map markings for your objectives refere to asw_marker.
- HUD Icon
([todo internal name (i)])
- Icon displayed next to the objective name on the HUD.
- Icon 1-5
([todo internal name (i)])
- Icon displayed next to the map on the briefing.
- Objective Image
([todo internal name (i)])
- Name a VGUI texture to show as a screenshot for this objective.
Note:Must be stored in the mods VGUI directory!
- Visible
([todo internal name (i)])
- Whether this objective is visible or hidden.
- Note:Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.
- Countdown Lenght
([todo internal name (i)])
- How many seconds before the level explodes.
Inputs
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.
StartCountdown
- Begins the countdown sequence after which the mission will fail.
CancelCountdown
- Cancels the countdown sequence, which is equivalent to 'SetComplete' input for 'asw_objective_triggered'. Will mark the objective as complete in the objectives list.
SetVisible
- Toggles the visibility of an objective in the objectives list.
- Note:Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.
- 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!
Outputs
OnCountdownFailed
- Fired when the countdown has expired.