mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2024-12-24 13:55:31 +03:00
Page:
Base Entity
Pages
Base Animating
Base Combat Character
Base Entity
Base NPC
Base Weapon
Convar Lookup
Debug Commands
Drawing entities in specific view IDs
Entity List
Enum Reference
Filters
Frequently Asked Questions (FAQ)
Gameplay Changes
Graphical Changes
Home
How Mapbase can be used in specific settings
I O System Changes
Introduction to Mapbase
List of Modified Source Files
Map Compilers
Map Specific Scripts
Mapbase Credits
Mapbase Disclaimers
Mapbase Multi Tool
Mapbase Setup Troubleshooting
Media Resources
Modding with Mapbase
Prefabs and workarounds obsoleted by Mapbase
Projected textures
RPC Integration (Discord, etc.)
Reviewing Mapbase pull requests
Setting up Mapbase
Shader Changes
Skyboxes
Using Git with Mapbase
Using Mapbase Content
Using VScript as a HL2 mapper
VScript Basic Entity Code Tutorial
VScript Basic IO Tutorial
VScript Filters
VScript VScriptProxy
VScript in Mapbase
Wildcards and Matchers
math_lightpattern
7
Base Entity
Blixibon edited this page 2019-12-14 00:32:45 -06:00
This page lists changes to CBaseEntity
, which every single entity in the Source engine derives from. This means every entity in Hammer technically possesses these changes, but whether they actually show up depend on how relevant the changes are to a certain entity. (e.g. "Enable/DisableDraw" is irrelevant on logic entities)
Some I/O were ported from other games or were already possible through other, more complicated means (e.g. keyvalues changed with AddOutput).
Inputs
New User I/O that could pass parameters:
- PassUser1
<any>
- Fires OutUser1 with the any parameter. - PassUser2
<any>
- Fires OutUser2 with the any parameter. - PassUser3
<any>
- Fires OutUser3 with the any parameter. - PassUser4
<any>
- Fires OutUser4 with the any parameter.
- FireRandomUser
<void>
- Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each. - PassRandomUser
<any>
- Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each, passing any parameter.
- SetTarget
<string>
- A special new input designed to change an entity's "target", including things like path_track paths and env_gunfire targets. By default, this changes the commontarget
keyvalue on entities. Some entities override SetTarget for their own keyvalues, e.g.scripted_sequence
's target NPC. In code, this also callsActivate()
, which is commonly used to assignm_target
to cached entity handles. - SetOwnerEntity
<ehandle>
- Sets this entity's "owner entity". Owner entities are used for kill credit, non-collision, etc.
- SetHealth
<integer>
- Sets this entity's health. This input already existed on several entities, but now it's part of all entities. - AddHealth/RemoveHealth
<integer>
- Adds to/removes from this entity's health. These inputs already existed on props and func_breakables, but now they're part of all entities, including NPCs. - SetMaxHealth
<integer>
- Sets this entity's maximum health. This will not change the entity's current health unless it exceeds the new maximum.
- FireOutput
<string>
- Fires the named output on this entity. Format:<output name>:<activator>:<caller>:<parameter>:<delay>
(OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional. - RemoveOutput
<string>
- Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity. - AcceptInput
<string>
- Fires the named input an this entity. Format:<input name>:<parameter>:<activator>:<caller>:<output ID>
(SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name. - CancelPending
<void>
- Cancels any events fired by this entity that are currently pending in the I/O event queue. This input originated from logic_relay, but it's been promoted to a base input so any entity could cancel their outputs.
- FreeChildren
<void>
- Unparents all entities parented to this entity in a movement hierarchy.
- SetLocalOrigin
<vector>
- Sets this entity's origin in local space, relative to its parent if one exists. Otherwise relative to the world. - SetLocalAngles
<vector>
- Sets this entity's angles in local space, relative to its parent if one exists. Otherwise relative to the world. - SetAbsOrigin
<vector>
- Sets this entity's origin in the map, always relative to the world origin. - SetAbsAngles
<vector>
- Sets this entity's angles in the map, always relative to the world origin. - SetLocalVelocity
<vector>
- Sets this entity's current velocity. - SetLocalAngularVelocity
<vector>
- Sets this entity's current angular velocity.
- AddSpawnFlags
<integer>
- Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD. - RemoveSpawnFlags
<integer>
- Removes spawnflag(s) from this entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD. - SetRenderMode
<integer>
- Sets this entity's render mode. - SetRenderFX
<integer>
- Sets this entity's render FX. - SetViewHideFlags
<flags>
- Sets view ID hide flags. See Drawing entities in specific view IDs for more information. - AddEffects
<integer>
- Adds to this entity's effects flags. - RemoveEffects
<integer>
- Removes from this entity's effects flags. - EnableDraw
<void>
- Draws this entity if it was undrawn before. Equivalent toRemoveEffects > 32
. This was originally namedDrawEntity
, but it was changed toEnableDraw
for the input in Portal 2. - DisableDraw
<void>
- Undraws this entity if it was drawn before. Equivalent toAddEffects > 32
. This was originally namedUndrawEntity
, but it was changed toDisableDraw
for the input in Portal 2. - AddEFlags
<integer>
- Adds to this entity's EFlags. - RemoveEFlags
<integer>
- Removes from this entity's EFlags. - SetMoveType
<integer>
- Sets this entity's movetype. - SetCollisionGroup
<integer>
- Sets this entity's collision group.
- Touch
<ehandle>
- Simulates the specified entity touching the entity receiving this input. (e.g. a trigger receiving this input with a player as the parameter will be triggered by that player)
- KillIfNotVisible
<void>
- Kills this entity if it's not visible to any players. - KillWhenNotVisible
<float>
- Kills this entity when it's not visible to any players. A specific amount of time before this is evaluated can be passed.
- SetThinkNull
<void>
- Sets this entity's general think function to NULL. A string can be passed to clear the think of a specific context.
- ChangeVariable
<string>
- A special version of AddOutput that changes a datadesc variable instead of a keyvalue, similar to logic_datadesc_accessor.
Outputs
- OutUser1
<any>
- Fires in response to the PassUser1 input, outputting any parameter. - OutUser2
<any>
- Fires in response to the PassUser2 input, outputting any parameter. - OutUser3
<any>
- Fires in response to the PassUser3 input, outputting any parameter. - OutUser4
<any>
- Fires in response to the PassUser4 input, outputting any parameter.
- OnKilled
<void>
- Fires when this entity is removed with the 'Kill' or 'KillHierarchy' input.
KeyValues
- View ID nodraw
<flags>
- Controls whether an entity shouldn't be drawn in specific parts of the view rendering process. See Drawing entities in specific view IDs for more information.
The owner entity can now be accessed with the OwnerEntity keyvalue and m_fFlags can now be accessed with the aptly named m_fFlags keyvalue, but neither are actually used in any base FGD classes to avoid clutter.
- Something Index
- Something special
- Something else