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

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Objective Title ([todo internal name (i)])
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 ([todo internal name (i)]) <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 ([todo internal name (i)]) <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 ([todo internal name (i)])
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 ([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.pngNote:Must be stored in the mods VGUI directory!
Visible ([todo internal name (i)])
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

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

OnObjectiveComplete

See also