point_hurt

point_hurt is a point entity available in all
Source games. It does damage to all entities in a radius around itself, with a specified delay. If 'Target Entity' is specified: the damage is only done to that entity, and radius is ignored. You will need to create a brush and then move that to an entity.
In code it is represented by class CPointHurt, defined in pointhurt.cpp.
Keyvalues
- Target Entity (DamageTarget)
<string> - If specified, only this DamageTarget will take damage. Otherwise, all entities within the Radius will take damage. Evaluated when used. !activator accepted.
- Radius (DamageRadius)
<float> - All entities within this radius of this entity will take damage. If a
Target Entityis specified, only that entity will take damage. - Damage (Damage)
<integer> - Damage done to all affected entities each time this entity fires.
Damage keyvalue using AddOutput.- Delay (DamageDelay)
<float> - Delay between refires, in seconds.
- Damage Type (DamageType)
<choices> - Type of damage to inflict on entities damaged.
- 0: GENERIC
- 1: CRUSH
- 2: BULLET
- 4: SLASH
- 8: BURN
- 16: VEHICLE / TRAIN

- 32: FALL
- 64: BLAST
- 128: CLUB
- 256: SHOCK
- 512: SONIC
- 1024: ENERGYBEAM
- 16384: DROWN
- 32768: PARALYSE
- 65536: NERVEGAS / SAWBLADE

- 131072: POISON
- 262144: RADIATION
- 524288: DROWNRECOVER
- 1048576: ACID / CRITICAL

- 2097152: SLOWBURN
- 4194304: REMOVENORAGDOLL
VEHICLEis namedFREEZEACIDis namedCHEMICALREMOVENORAGDOLLis namedSLOWFREEZE
Targetname:
- Name
(targetname)<string> - The targetname that other entities refer to this entity by.
Parentname:
- Parent
(parentname)<targetname> - Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Inputs
Hurt- Force a single fire, damaging either the Target Entity or all entities within the radius.
TurnOn- Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.
TurnOff- Disable this entity. It will stop damaging entities.
Toggle- Toggle this entity between On/Off state.
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>
FireUser1toFireUser4- Fire the
OnUseroutputs; 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
)- 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
, 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
) !FGD- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin<coordinates>(in all games since
) !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.
Parentname:
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.
ClearParent- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
Targetname:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs.