asw_objective_triggered

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asw_objective_triggered is a point entity available in Alien Swarm Alien Swarm.

Entity description

This Entity creates an objective (including an entry in the objectives list) which can be set complete via an input fired from any entity, which allows the designer to practically create every kind of mission objective they like to.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.


Objective Title
Title to use for this objective in the list on the briefing screen, or in-game for the current objective HUD display.


Objective Description Line 1-4 <integer>
First 255 characters of the detail description for this objective.
Note.pngNote: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.pngNote: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.pngNote: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.pngNote:Must be stored in the mods VGUI directory!


Visible
Whether this objective is visible or hidden.
Note.pngNote:Defines wether the objective is shown or not on the objectives list - can be altered via input 'setvisible'.

Inputs


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving 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.


SetComplete


SetIncomplete


SetFailed


SetVisible
Toggles the visibility of an objective in the objectives list. In truth, this input should be called "SetVisibility" [of the objective] because you must include a "1" (visible) or "0" (invisible) to the parameter. Do not make the mistake of thinking that an input of "SetVisible" (alone, with no parameter input as well) will make the objective visible, even though the input wording implies it will.
Note.pngNote:Invisible Objectives can also be completed/failed, be sure to enable activation only after objective has been set visible to avoid confusion.
Warning.pngWarning: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


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)
This output fires when the entity is killed and removed from the game.
OnObjectiveComplete

See also