hl2_gamerules
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hl2_gamerules
is a point entity available in Mapbase.
Proxy entity for HL2 Gamerules.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by.
- Entity Scripts (vscripts) <string>
- Name(s) of script files that are executed after all entities have spawned.
- Script think function (thinkfunction) <string>
- Name of a function in this entity's script scope which will be called automatically.
- Default Citizen Type (DefaultCitizenType) <choices>
- Overrides the default citizen type.
- Player Squad Autosummon Allowed (SetPlayerSquadAutosummon) <choices>
- Sets whether citizens are allowed to automatically follow the player again when they're at a command point and left alone for a while.
- Legacy Flashlight (SetLegacyFlashlight) <choices>
- Sets whether to use the original HL2 and Episode One flashlight instead of Episode Two's. 'Default' doesn't change anything.
- Stunstick Pickup Behavior (SetStunstickPickupBehavior) <choices>
- Controls how stunsticks should react to being touched by the player.
- Allow SP respawn (SetAllowSPRespawn) <choices>
- Allows players to respawn in singleplayer instead of being forced to reload the last save upon dying. Use OnPlayerSpawn in logic_playerproxy to fire an output each time the player respawns.
Inputs
- RunScriptFile <string>
- Execute a game script file from disk.
- RunScriptCode <string>
- Execute a string of script source code.
- RunScriptCodeQuotable <string>
- Execute a string of script source code which converts double apostrophes () to quotation marks for strings.
- CallScriptFunction <string>
- Call a named function from this entity's Activation Script.
- RunScriptFile <string>
- Execute a game script file from disk.
- ClearScriptScope
- Clears this entity's script scope.
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and all its children from the world.
- KillIfNotVisible
- Removes this entity if it is not in a player's viewcone.
- KillWhenNotVisible <float>
- Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.
- AddOutput <string>
- ChangeVariable <string>
- Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.
- PassUser1 <string>
- Causes this entity's OutUser1 output to be fired. Can pass any parameter.
- PassUser2 <string>
- Causes this entity's OutUser2 output to be fired. Can pass any parameter.
- PassUser3 <string>
- Causes this entity's OutUser3 output to be fired. Can pass any parameter.
- PassUser4 <string>
- Causes this entity's OutUser4 output to be fired. Can pass any parameter.
- FireRandomUser
- Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
- PassRandomUser <string>
- Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. Can pass any parameter.
- FireOutput <string>
- Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.
- RemoveOutput <string>
- Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.
- AcceptInput <string>
- Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.
- CancelPending
- Cancels any events fired by this entity that are currently pending in the I/O event queue.
- SetLocalOrigin <vector>
- Sets this entity's origin in local space, relative to its parent if one exists. Otherwise relative to the world.
- SetAbsOrigin <vector>
- Sets this entity's origin in the map, always relative to the world origin.
- SetLocalVelocity <vector>
- Sets this entity's current velocity.
- SetLocalAngularVelocity <vector>
- Sets this entity's current angular velocity.
- AddSpawnFlags <integer>
- Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
- RemoveSpawnFlags <integer>
- Removes spawnflag(s) from this entity. Many spawnflags have their respective numbers suffixed in this FGD.
- AddSolidFlags <integer>
- Adds solid flags to this entity.
- RemoveSolidFlags <integer>
- Removes solid flags from this entity.
- SetHealth <integer>
- Sets this entity's health.
- AddHealth <integer>
- Adds to this entity's health.
- RemoveHealth <integer>
- Removes from this entity's health.
- SetMaxHealth <integer>
- Sets this entity's max health.
- SetEntityName <targetname>
- Sets this entity's name that other entities should refer to it by.
- SetTarget <targetname>
- Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.
- SetOwnerEntity <targetname>
- Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.
- SetThinkNull
- Sets this entity's general think function to null. Behavior varies from entity to entity.
- Use
- More or less replicates the player interacting with an entity. (+USE)
- Touch <targetname>
- Simulates this entity touching the specified entity.
- DefaultCitizenType <integer>
- Sets the default citizen type.
- SetPlayerSquadAutosummon <boolean>
- Sets player squad autosummon.
- SetLegacyFlashlight <boolean>
- Sets legacy flashlight.
- SetStunstickPickupBehavior <boolean>
- Sets stunstick pickup behavior.
- SetAllowSPRespawn <boolean>
- Sets SP respawning.
Outputs
- OnKilled
- Fires when this entity is removed with the 'Kill' input.
- OnUser1
- Fires in response to FireUser1 input.
- OnUser2
- Fires in response to FireUser2 input.
- OnUser3
- Fires in response to FireUser3 input.
- OnUser4
- Fires in response to FireUser4 input.
- OutUser1 <string>
- Fires in response to PassUser1 input. Can pass any parameter.
- OutUser2 <string>
- Fires in response to PassUser2 input. Can pass any parameter.
- OutUser3 <string>
- Fires in response to PassUser3 input. Can pass any parameter.
- OutUser4 <string>
- Fires in response to PassUser4 input. Can pass any parameter.