func_block_charge
func_block_charge is a brush entity available in Left 4 Dead 2. It forbids an AI Charger to charge when obscuring LOS with targeted player. AI Chargers however will still run and punch at targets.
Contents
FGD Edits
Here is a modified FGD Entry that keeps only the parts that seem to be used, based on data that has been filled out in original valve maps. Open steamapps\common\Left 4 Dead 2\bin\left4dead2.fgd and replace the func_block_charge section.
//Func_block_charge edits
@SolidClass base(Targetname, Parentname, Origin, Global, EnableDisable) = func_block_charge : "AI Chargers will not charge through this brush. (Based on Bounding Box!)"
[
StartDisabled(choices) : "Start Disabled" : 0 =
[
0 : "No"
1 : "Yes"
]
//Solidity added because it compiles solid without these lines.
solidbsp(choices) : "Solid BSP" : 0 : "Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush." =
[
0 : "No"
1 : "Yes"
]
Solidity(choices) : "Solidity" : 1 : "Used to control the solidity/collision of these brushes." =
[
0 : "Toggle"
1 : "Never Solid"
2 : "Always Solid"
]
]
Keyvalues
Base:
- Collisions
(solid)<choices> - Method of collision for this entity.
- Name
(targetname)<string> - The name that other entities use to refer to this entity.
- Parent
(parentname)<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment])
Tip: Entities transition to the next map with their parents
Tip: phys_constraintcan be used as a workaround if parenting fails. - Origin (X Y Z)
(origin)<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note: Hammer does not move the entities accordingly only in the editor. - Pitch Yaw Roll (X Y Z)
(angles)<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.
Note: This works on brush entities, although Hammer doesn't show the new angles. - Classname
(classname)<string>!FGD - Determines the characteristics of the entity before it spawns.
Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds! - Flags
(spawnflags)<integer>!FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)<integer>!FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)<scriptlist>(in all games since
) - 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.
- Thinker function
(thinkfunction)<string>(in all games since
) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)<boolean>(in all games since
) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
Inputs
Base:
AddContext<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>.
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:
Syntax:
ClearContext- Removes all contexts from this entity's list.
ClearParent- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1toFireUser4- Fires the respective
OnUseroutputs; 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 thanKillinput.
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.
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
)- 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
)- 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.
Outputs
Base:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs. OnKilled(only in
)- This output fires when the entity is killed and removed from the game.
