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Updated Base Entity (markdown)
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@ -9,25 +9,47 @@ New User I/O that could pass parameters:
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* **PassUser2** `<any>` - Fires OutUser2 with the any parameter.
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* **PassUser3** `<any>` - Fires OutUser3 with the any parameter.
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* **PassUser4** `<any>` - Fires OutUser4 with the any parameter.
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---
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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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---
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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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* **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 common `target` keyvalue on entities. Some entities override SetTarget for their own keyvalues, e.g. `scripted_sequence`'s target NPC. This also calls `Activate()`, which is commonly used to assign m_target to cached entity handles.
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* **SetOwnerEntity** `<ehandle>` - Sets the owner entity. Owner entities are used for kill credit, non-collision, etc.
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---
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* **FreeChildren** `<void>` - Unparents all entities parented to this entity in a movement hierarchy.
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* **SetHealth** `<integer>` - Sets an entity's health. This input already existed on several entities, but now it's part of all entities.
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* **AddHealth/RemoveHealth** `<integer>` - Adds to/removes from an entity's health. These inputs already existed on props and func_breakables, but now they're part of all entities, including NPCs.
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* **SetMaxHealth** `<integer>` - Sets an entity's maximum health. This will not change the entity's current health unless it exceeds the new maximum.
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---
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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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* **FireOutput** `<string>` - Fires the named output on an 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 an 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 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.
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* **CancelPending** `<void>` - Cancels any events fired by an 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.
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---
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* **FreeChildren** `<void>` - Unparents all entities parented to an entity in a movement hierarchy.
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---
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* **SetLocalOrigin** `<vector>` - Sets an entity's origin in the map.
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* **SetLocalAngles** `<vector>` - Set an entity's angles.
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* **SetLocalVelocity** `<vector>` - Sets an entity's current velocity.
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* **SetLocalAngularVelocity** `<vector>` - Sets an entity's current angular velocity.
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---
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* **AddSpawnFlags** `<integer>` - Adds spawnflag(s) to an entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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* **RemoveSpawnFlags** `<integer>` - Removes spawnflag(s) from an entity. Many spawnflags have their respective numbers suffixed in Mapbase's FGD.
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* **SetRenderMode** `<integer>` - Sets an entity's render mode.
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* **SetRenderFX** `<integer>` - Sets an entity's render FX.
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* **AddEffects** `<integer>` - Adds to an entity's effects flags.
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* **RemoveEffects** `<integer>` - Removes from an entity's effects flags.
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* **DrawEntity** `<void>` - Draws an entity if it was undrawn before. Equivalent to `RemoveEffects > 32`.
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* **UndrawEntity** `<void>` - Undraws an entity if it was drawn before. Equivalent to `AddEffects > 32`.
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* **AddEFlags** `<integer>` - Adds to an entity's EFlags.
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* **RemoveEFlags** `<integer>` - Removes from an entity's EFlags.
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* **SetMoveType** `<integer>` - Sets an entity's movetype.
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* **SetCollisionGroup** `<integer>` - Sets an entity's collision group.
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---
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* **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)
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---
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* **KillIfNotVisible** `<void>` - Kills this entity if it's not visible to any players.
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* **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.
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---
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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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---
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