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Merge branch 'master' of https://github.com/mapbase-source/source-sdk-2013.wiki
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3cc7472071
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Mapbase makes several changes to the base entity class that every single entity in the Source engine derives from. This means every entity in the FGD possesses these changes.
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This page lists all changes to `CBaseEntity`, the class that every single entity in the Source engine derives from. This means the all entities in Hammer technically possess these changes (except for internal entities removed on compile), although whether they actually show up depend on how relevant they are. (e.g. "Draw/UndrawEntity" is irrelevant on logic entities)
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Some I/O were ported from other games or were already possible through other, more complicated means (e.g. AddOutput).
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### Inputs
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### Inputs
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@ -10,6 +12,22 @@ New User I/O that could pass parameters:
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* **FireRandomUser** `<void>` - Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
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* **FireRandomUser** `<void>` - Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
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* **PassRandomUser** `<any>` - Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each, passing any parameter.
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* **PassRandomUser** `<any>` - Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each, passing any parameter.
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* **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.
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* **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.
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* **AcceptInput** `<string>` - Fires the named input on 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.
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* **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 anyone could cancel their outputs.
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* **FreeChildren** `<void>` - Unparents all entities parented to this entity in a movement hierarchy.
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* **SetLocalOrigin** `<vector>` - Sets this entity's origin in the map.
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* **SetLocalAngles** `<vector>` - Set this entity's angles.
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* **SetLocalVelocity** `<vector>` - Sets this entity's current velocity.
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* **SetLocalAngularVelocity** `<vector>` - Sets this entity's current angular velocity.
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* **AddSpawnFlags** `<integer>` - Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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* **RemoveSpawnFlags** `<integer>` - Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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* **RemoveSpawnFlags** `<integer>` - Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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### Outputs
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### Outputs
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---
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---
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@ -396,6 +396,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| npc_rollermine | <!---Changed--> :twisted_rightwards_arrows: | Added keyvalue for rollermines to start as if they were hacked by Alyx in Episode One. Also fixed rollermines creating static versions of themselves each time the player tries to pick them up with the supercharged gravity gun. |
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| npc_rollermine | <!---Changed--> :twisted_rightwards_arrows: | Added keyvalue for rollermines to start as if they were hacked by Alyx in Episode One. Also fixed rollermines creating static versions of themselves each time the player tries to pick them up with the supercharged gravity gun. |
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| npc_seagull | <!---Stock--> :heavy_minus_sign: | |
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| npc_seagull | <!---Stock--> :heavy_minus_sign: | |
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| npc_sniper | <!---Changed--> :twisted_rightwards_arrows: | Custom model support, custom beam support, response system support, obsolete FGD stuff removed, separate spawnflag for dying on fire. (NOTE: Snipers will no longer die on fire in Episodic and must have this spawnflag enabled!) |
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| npc_sniper | <!---Changed--> :twisted_rightwards_arrows: | Custom model support, custom beam support, response system support, obsolete FGD stuff removed, separate spawnflag for dying on fire. (NOTE: Snipers will no longer die on fire in Episodic and must have this spawnflag enabled!) |
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| npc_stalker | <!---Changed--> :twisted_rightwards_arrows: | Added a "Player Aggression" keyvalue and an option to use blood. |
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| npc_strider | <!---Changed--> :twisted_rightwards_arrows: | Added a stomp filter for choosing who the strider is allowed to stomp. Also implemented VDC fix for npc_clawscanner strider scouting. |
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| npc_strider | <!---Changed--> :twisted_rightwards_arrows: | Added a stomp filter for choosing who the strider is allowed to stomp. Also implemented VDC fix for npc_clawscanner strider scouting. |
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| npc_template_maker | <!---Stock--> :heavy_minus_sign: | |
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| npc_template_maker | <!---Stock--> :heavy_minus_sign: | |
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| npc_tripmine | <!---Restored--> :arrow_double_up: | weapon_slam's tripmine with new I/O/KV so it could be placed in Hammer as an entity the mapper sets up. |
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| npc_tripmine | <!---Restored--> :arrow_double_up: | weapon_slam's tripmine with new I/O/KV so it could be placed in Hammer as an entity the mapper sets up. |
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