Talk:Inputs and Outputs
This doesn't explain how outputs with values work. For example, the math_colorblend entity has an output OutColor that is described as:
OutColor <color255> Fired when the InValue input is received, with the remapped RGB color as the parameter.
How is such an output used? —Maven (talk) 15:00, 18 Sep 2005 (PDT)
Other examples: the TargetDir output of point_anglesensor and the AngularVelocity output of point_angularvelocitysensor. —Maven (talk) 15:16, 18 Sep 2005 (PDT)
Ah! A non-esoteric instance: the OutValue output of math_counter! And in that article is a brief explanation. I'll experiment and do a write-up in this article soon. —Maven (talk) 15:44, 18 Sep 2005 (PDT)
I'd like to see something on the special constants, like !player. I'm having trouble finding a list of these. --Spektre1 22:27, 18 Sep 2005 (PDT)
- They can be found at targetname. But, yes, they should probably be here as well. —Maven (talk) 05:27, 19 Sep 2005 (PDT)
Writing
The writing of this article is really painful to read. A lot of it sounds like an essay trying to convince a company why they should invest in VALVe's superior input/output technology or something. This should focus more specifically on how to use inputs and outputs, or a separate article should be created. Thelonesoldier 17:21, 18 Feb 2007 (PST)
- I agree it needs to be rewritten even after the touchups you've made. --Angry Beaver 17:55, 18 Feb 2007 (PST)
Disabled?
I'm a Hammer noob trying to follow the instructions in TF2/Team-Specific Doors. In the leftmost column of the Outputs tab there's a dot-with-arrow icon that is not explained in the article. In my case (unlike the screenshots in this article) the icon has a red line through it. The team-specific door I have created does not work properly either, and I suspect these two things are related. Can someone add info on this icon and its meaning? --TaviRider 13:06, 4 Sep 2008 (PDT)
- It means that one or more of the entity's outputs are broken. The error itself will be highlighted in red. --TomEdwards 13:50, 4 Sep 2008 (PDT)
- I didn't see any error in red. I just deleted all the components, followed the tutorial again, and this time it worked. Anyway, thanks for the info. --TaviRider 15:04, 4 Sep 2008 (PDT)
Examples
I removed the "setting up a trigger" section because it doesn't tell the reader anything new about using I/O. What it does do is provide a link to triggers, a task switched to my I/O entities section, and explain how to use ambient_generics, which is outside the article's remit - all while being packed full of dense, and for a beginner probably very confusing, instructions.
The problem is that the section deals more with wisdom than with knowledge: it's the kind of thing learnt best from experimenting, not following instructions. I think that a better solution is to explain the purpose of triggers and logic_auto/relay, then point the reader at env_sprite and ambient_generic, or othersuch simple entities, and let them play around as they see fit. This has the additional benefit of training people up in discovering inputs and outputs on VDC.
On the intro, saying that "the same output could also be used to trigger another entity's spawning input" could be read as meaning that certain inputs only work with certain outputs! Discussing the theory of I/O in one para and leaving all specific examples until the next is safer.
(Lastly, where did "connections" come from? I've never heard that before. Although it's technically wrong, everyone always talks about "adding outputs" instead.) --TomEdwards 14:10, 25 July 2009 (UTC)
output/input bug?
it seems, if even one output is wrong, on occasion, it shows outputs are wrong for everything. this also happens to inputs. as helpful as this is, there is a "check for problems" feature, and it REALLY gets annoying. help? =S Kizzycocoa 00:25, 10 December 2009 (UTC)
- It's really not that hard to just fix the inputs and outputs, instead of posting something that useless here. Solokiller 11:18, 10 December 2009 (UTC)
- It is fixed. it's just annoying to have happen. The question is a valid one, yet you assume I am bad at mapping.
- The base line is, it happens. It is wrong about the I/O stuff, and it should be fixed. I was inquiring as to if others got it too. Kizzycocoa 11:40, 10 December 2009 (UTC)
- If an input or output is not properly set up then you can't expect the rest of the inputs and outputs to still function properly. Seriously, even the best level designers can have a broken input or output, but if you immediately assume i consider you a bad level designer, then i don't really know what to think of you. Solokiller 12:25, 10 December 2009 (UTC)
- you really don't have a clue
- the problem is, ones with CORRECT I/O stuff is showing up as INCORRECT >.> Kizzycocoa 12:30, 10 December 2009 (UTC)
- That can be caused by such things as an improperly set up Hammer configuration. Since Lancelot is working with you, and he had problems with a standard entity not working properly, i wouldn't find it hard to believe that you have problems with your setup. Solokiller 12:35, 10 December 2009 (UTC)
- it was already set up by source. if so, all people have it wrong, and it is a bug. =/ Kizzycocoa 12:37, 10 December 2009 (UTC)
- The SDK does not always set up everything properly, especially when you start adding new entities to your mod. Solokiller 12:42, 10 December 2009 (UTC)
- wait, I added no new entities =/
- so, is there a fix for this? Kizzycocoa 12:51, 10 December 2009 (UTC)
- Use the correct fgd in Hammer. The information you need can be found on the wiki. Solokiller 12:59, 10 December 2009 (UTC)
- ok, I'll see if that works.Kizzycocoa 13:01, 10 December 2009 (UTC)
- Use the correct fgd in Hammer. The information you need can be found on the wiki. Solokiller 12:59, 10 December 2009 (UTC)
- The SDK does not always set up everything properly, especially when you start adding new entities to your mod. Solokiller 12:42, 10 December 2009 (UTC)
- it was already set up by source. if so, all people have it wrong, and it is a bug. =/ Kizzycocoa 12:37, 10 December 2009 (UTC)
- That can be caused by such things as an improperly set up Hammer configuration. Since Lancelot is working with you, and he had problems with a standard entity not working properly, i wouldn't find it hard to believe that you have problems with your setup. Solokiller 12:35, 10 December 2009 (UTC)
- If an input or output is not properly set up then you can't expect the rest of the inputs and outputs to still function properly. Seriously, even the best level designers can have a broken input or output, but if you immediately assume i consider you a bad level designer, then i don't really know what to think of you. Solokiller 12:25, 10 December 2009 (UTC)
a little strange thing about fire once only
I noticed in the source code that the fire once only setting is not the way it actually works, the code is designed to allow any number of non-zero and non-negative (except -1 for infinite) amount of firing, so why isn't this allowed in Hammer? Solokiller 20:06, 29 May 2010 (UTC)
Newbie problem
I'm kind of new to the editor, and don't understand something:
How do I check the value of a parameter or KeyValue? Is there some kind of logic_if entity?