Hl2 gamerules/en
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Proxy entity for HL2 Gamerules.
Keyvalues
- Name
(targetname)
<targetname> - 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.