Asw_order_nearby_aliens

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<Alien Swarm> Asw_order_nearby_aliens is a point entity available in Alien Swarm.

Entity description

It is used to issue one or more orders to nearby aliens of a specified type.

Recommendations:

  • 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.

Keyvalues

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').

Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
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 Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
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.
RunScriptFile <script> (in all games since <Left 4 Dead 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>)
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 <Left 4 Dead 2>, 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.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving 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.
Send Orders
Triggers the entity and sends the specified orders. Can be refired infinitely.

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><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.