asw_objective_triggered
asw_objective_triggered
is a point entity available in 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: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: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: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:Must be stored in the mods VGUI directory!
- Visible
- 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'.
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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !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.
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: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
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
OnObjectiveComplete