scripted_target

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scripted_target is a point entity available in Half-Life 2 Half-Life 2, Half-Life 2: Episode One Half-Life 2: Episode One, Half-Life 2: Episode Two Half-Life 2: Episode Two, and Half-Life 2: Deathmatch Half-Life 2: Deathmatch.

Entity description

A point entity that targets an NPC for use in scripted sequences.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities


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.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Target NPC ([todo internal name (i)]) <float>
Search radius ([todo internal name (i)]) <float>
Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.
Move Speed ([todo internal name (i)]) <float>
Pause duration ([todo internal name (i)]) <float>
Effect duration ([todo internal name (i)]) <float>
Next Target ([todo internal name (i)]) <targetname>

Inputs

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.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

AtTarget
Fires when NPC reaches this target (!activator is the NPC).


LeaveTarget
Fires when NPC leaves this target (!activator is the NPC).