Amicdict
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I'm the 8.558kBind guy.
Contents
PSA: conflicts in the archer_proxy and base_boss pages
How the page is displayed
KeyValues section
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
(thinkfunction)
<string> (in all games since ) - Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Inputs section
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving 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.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
My Proposal
TheTargetname
templates, Template:KV Targetname and Template:I Targetname are actually deprecated, and theBaseEntity
templates are the currently maintained and more updated ones, so I advise against using any of them.
BUT if you still are thinking about theTargetname
templates, I request that when using{{KV Targetname}}
template, do it like this:
{{KV Targetname|basehl2=1}}
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
As for the{{I Targetname}}
template, there isn't a way to control what infomation is displayed, so I won't give any suggestions on how to use it.
One more thing, give the Show Preview and Show Changes buttons some tries, they're very helpful before you publish edits! I use Show Preview after pasting my VDC edit .HTML file drafts to a page, then Show Changes to write out a summary, or an alternate method to double-check on edits.
FYI to KV_WeaponSpawn
tf_dropped_weapon
entities only.
The 2nd closest candidate would be weapons from the CS series: Counter-Strike: Source or Counter-Strike: Global Offensive, but a page like weapon_glock
seems to suggest otherwise.
I don't mind too much since the template is set up messily, has no documentation, and a lot of pages to clean up if the mess is to be cleared (Special:WhatLinksHere/Template:KV_WeaponSpawn. The effort to clear up the mess is discouraging solo, so I'm not sure how long will this take.
Stop for a while, please
{{MultiPage}}
is not for the Talk namespace. This is an international namespace, so it doesn't need {{MultiPage}}
.
Also, I would like you to stop moving pages for a while, otherwise we will have to fix everything again for a very long time. The use of {{MultiPage}}
presupposes the correction of everything on the pages (text formatting, template parameters, etc.), including the removal of suffixes and language categories.
{{MultiPage}}
is not for the Talk namespace. This is an international namespace, so it doesn't need {{MultiPage}}
.
Ah, sorry. I will keep that in mind.
{{MultiPage}}
presupposes the correction of everything on the pages (text formatting, template parameters, etc.), including the removal of suffixes and language categories.
Oh, well I didn't realize. I didn't see that. Removal of language categories is easy; I moved pages using the :-suffix to /-suffix explicitly so that the links to the pages using the old :-suffix don't get messed up.
Well, if I can't immediately use {{MultiPage}}
, where are we supposed to start then?
Well, now the template has instructions for moving pages. See "Using MultiPage on existing pages".