It is used to issue one or more orders to nearby aliens of a specified type.
- Useful for moving specific aliens to points in the level in one manner or another. Note: This entity will remain inactive until triggered via an input, E.g an output received from another entity.
- It can be used to force aliens to retreat, via the 'Alien Orders: (Move To)' property.
- Can be used to simulate alien intelligence or interesting behaviour. ex. Retreating or flanking behaviour when a marine activates a remote turret.
- Order Radius
- The distance in units from the entity aliens of the specified class will receive orders, meaning that if there are aliens within the specified radius; they will receive orders, not those outside of it.
- Alien Class
- Which class type of alien to send orders to.
- Alien Orders
- Orders given to nearby aliens. This can be either of four choices: Spread and Hibernate, Move To (specific target), Move To Nearest Marine (being the closest to the ordered alien) and Move To Ignoring Marines.
- Alien Orders Target Name
- Name of the target object for our orders (used by the 'Move To').
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Triggers the entity and sends the specified orders. Can be refired infinitely.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.