asw_pickup_mining_laser
From Valve Developer Community
asw_pickup_mining_laser is a point entity available in Alien Swarm.
Entity description
It is used to spawn a mining laser.
The laser can be fired at asw_prop_laserable to destroy them.
Keyvalues
ASWPickup:
Stay in air on startup
<bool>
- If set, this pickup won't fall to the ground when the map starts.
Item:
Start Fade Dist/Pixels
<float>
- Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
- End Fade Dist/Pixels
<float>
- Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
- Fade Scale
<float>
- If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
Shadow:
- Disable shadows (disableshadows)
<boolean>
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable ShadowDepth (disableshadowdepth)
<boolean>
(New with Portal 2) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Projected Texture Cache (shadowdepthnocache)
<choices>
(New with Portal 2) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Disable flashlight (disableflashlight)
<boolean>
(New with Portal 2) - Used to disable projected texture lighting and shadows on this entity.
Angles:
- Pitch Yaw Roll (Y Z X)
<angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Targetname:
- Name
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
<scriptlist>
(New with Left 4 Dead 2) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
<string>
(New with Left 4 Dead 2) - Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- Bullets in gun
<integer>
- Specifies the number of bullets in this pickup. On this pickup, defaults to 250 bullets.
- Clips
<integer>
- Specifies the number of clips in this pickup. On this pickup, defaults to 1 clip.
- Secondary Bullets
<integer>
- Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.
Flags
ASWPickup:
Item:
* Start Constrained: Keeps the model from moving.
Inputs
ASWPickup:
Item:
Shadow:
-
DisableShadow
- Turn shadow off.
-
EnableShadow
- Turn shadow on.
-
DisableReceivingFlashlight
(New with Portal 2) - This object will not receive light or shadows from projected textures.
-
EnableReceivingFlashlight
(New with Portal 2) - This object may receive light or shadows from projected textures.
Targetname:
-
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
. -
AddOutput
<string>
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
-
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. -
Use
!FGD - Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs. -
RunScriptFile
<script>
(New with 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>
(New with 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
, 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>
(New with Left 4 Dead 2) !FGD - Execute a VScript function in the scope of the receiving entity.
-
SetLocalOrigin
<coordinates>
(New with 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>
(New with Alien Swarm) !FGD - Set this entity's angles.
Outputs
ASWPickup:
Item:
;
OnPlayerTouch
- Fires when the player touches this object
-
OnCacheInteraction
-
Confirm:Fires when the player proves they have 'found' this item:
- Player touch (whether or not player actually acquires the item)
- Picked up by +USE
Targetname:
-
OnUser1
toOnUser4
- These Outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. -
OnKilled
(Only in the Left 4 Dead series) - This Output fires when the entity is killed and removed from the game.