This article's documentation is for anything that uses the Source engine. Click here for more information.

scripted_target

From Valve Developer Community
Jump to navigation Jump to search

Stub

This article or section is a stub. You can help by expanding it.

Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Counter-Strike: Global Offensive FGD by default.
See below for instructions on making it available.

scripted_target is a point entity available in all Source Source games except Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series.

Class hierarchy
CScriptedTarget
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
scriptedtarget.cpp

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

Keyvalues

Name (targetname) <string>[ Edit ]
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 (m_iszEntity) <float>
Search radius (m_flRadius) <float>
Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.
Move Speed (MoveSpeed) <float>
Pause duration (PauseDuration) <float>
Effect duration (EffectDuration) <float>
Next Target (target) <targetname>

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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
!activator = NPC
!caller = this entity
Fires when NPC reaches this target
LeaveTarget
!activator = NPC
!caller = this entity
Fires when NPC leaves this target