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'''WIP. Feel free to edit, but don't paste anything from here into the main page without my consent. If you have anything that needs to go there, edit it there.''' __NOEDITSECTION__ <div style="float:right;clear:all;padding:0 1em;">__TOC__</div> All entity-oriented feature additions: Inputs, Outputs, Targetting, etc. are all documented within their own heaps of lists. Note I/O inputs have two different type of parameters: <Required> and [Optional]. == I/O Expansions == === Targetname Prefixes === When targetting entities, adding prefixes of the format <code>@name1@</code> will instead target an entity relative to the given entity, usually by relationships. {| class="wikitable" style="table-layout: fixed;" ! Prefix ! Description |- | <code>@p@<targetname></code> | Targets the parent of an entity. Example: <code>@p@!activator</code>. |- | <code>@c@<targetname></code> | Targets the child of an entity. Example: <code>@c@!activator</code>. |- | <code>@bb<''vector'' mins> <''vector'' maxs>@<targetname></code> | Target ''all'' entiities within a [https://developer.valvesoftware.com/wiki/Bounding_box bounding box] relative to the given entity. Example: <code>@bb-100 -100 -100 100 100 100@prop_dynamic</code>. |} === Entity I/O Additions === ==== <div style="font-size: 110%;">All Entities</div> ==== <b>Inputs</b> {| class="wikitable" style="table-layout: fixed;" ! Input ! Description |- | <code>$FireUserAsActivator1-4 <string></code> | Acts like FireUser1-4, but the entity becomes the !activator and is passed as the parameter of OnUser1-4 output |- | <code>$FireUser5-8 <string></code> | Fires custom $OnUser5-8 output |- | <code>$TakeDamage <int></code> | Take specified amount of damage |- | <code>$TakeDamageFromActivator <int></code> | Take specified amount of damage, the !activator is the damage inflictor |- | <code>$SetModel <string></code> | Set custom model |- | <code>$SetModelOverride <string></code> | Set custom model, only changes the appearance |- | <code>$SetModelSpecial <string></code> | Set custom model, in a special way, it does less additional changes to the entity |- | <code>$SetOwner <entity></code> | Set entity owner |- | <code>$InheritOwner <entity></code> | Set entity owner to the passed entity owner |- | <code>$InheritParent <entity></code> | Set entity parent to the passed entity parent |- | <code>$GetKeyValue <string></code> | Fire OnUser1 output, with key value as a parameter |- | <code>$MoveType <int>,<int></code> | Set move type |- | <code>$PlaySound <string></code> | Play sound from this entity |- | <code>$StopSound <string></code> | Stop playing sound from this entity |- | <code>$SetLocalOrigin <vector></code> | Set origin relative to parent |- | <code>$SetLocalAngles <vector></code> | Set angles relative to parent |- | <code>$SetLocalVelocity <vector></code> | Set velocity relative to parent |- | <code>$TeleportToEntity <entity></code> | Teleport to specified entity |- | <code>$MoveRelative <vector></code> | Move relative to parent (world) |- | <code>$RotateRelative <vector></code> | Rotate relative to parent (world) |- | <code>SetKey$(keyvalue name) <string></code> | Set keyvalue to specified value |- | <code>GetKey$(keyvalue name) <string></code> | parameter format: entity|input|default value; example: !activator|$DisplayTextCenter|def<br> Trigger the input of an entity, with keyvalue as a parameter (default value if not found) |- | <code>SetVar$(variable name) <string></code> | Set custom entity variable |- | <code>GetVar$(variable name) <string></code> | parameter format: entity|input|default value; example: !activator|$DisplayTextCenter|def<br> Trigger the input of an entity, with variable as a parameter (default value if not found) |- | <code>SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) <string></code> | Set datamap property to specified value |- | <code>GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) <string></code> | parameter format: entity|input|default value; example: !activator|$DisplayTextCenter|def<br> Trigger the input of an entity, with datamap prop as a parameter (default value if not found) |- | <code>SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) <string></code> | Set send property to specified value |- | <code>GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name) <string></code> | parameter format: entity|input|default value; example: !activator|$DisplayTextCenter|def<br> Trigger the input of an entity, with send prop as a parameter (default value if not found) |} <b>Outputs</b> {| class="wikitable" style="table-layout:fixed;" ! Output ! Description |- | <code>$OnUser5-8 <string></code> | Called when $FireUser5-8 input is used. |- | <code>$OnKilled</code> | Fired when the entity is killed. The <code>!caller</code> entity will be inaccessible at this point. |} ==== <div style="font-size:110%;">logic_case</u> ==== Redirects I/O in ways depending if a case's scenario has happened. [https://developer.valvesoftware.com/wiki/Logic_case VDC page] For the inputs used in text formatting and menus, look at the [[#logic_case_2|Entity Expansions]] section. <b>Inputs</b> {| class="wikitable" style="table-layout: fixed;" ! Input ! Description |- | <code>$TestSigsegv</code> | Dedicated for testing if the extension is successfully loaded. Fires <code>OnUser1</code> output. |- | <code>$ToFloat <any></code> | Converts argument to float, or known as ''number''. Fires <code>OnDefault</code> output with result as parameter. |- | <code>$ToInt <any></code> | Converts argument to integer, a ''number'' with no decimals. Fires <code>OnDefault</code> output with result as parameter. |- | <code>$GetConVar <string></code> | Fetches a convar's (console variable) number value, but on two criterias: Having "replicated" flag, and not having a "protected" flag. If both pass, the <code>OnDefault</code> output fires with the parameter as the number value. : βΉοΈ '''Tip:''' The <code>help</code> concommand displays the flags of a convar. |- | <code>$GetConVarString <string></code> | Identical to <code>$GetConVar</code>, but the fetched value is passed as a string. |- | <code>$CallerToActivator</code> | Fires <code>OnDefault</code> output with <code>!activator</code> overriden as the entity in <code>!caller</code>. |- | <code>$GetKeyValueFromActivator <string></code> | Grab value of a key from the <code>!activator</code> entity. Fires <code>OnDefault</code> output with result as parameter. : π '''Superseded:''' Use <code>$GetKey$<keyvalue></code> input. |} ==== <div style="font-size:110%;">point_viewcontrol</u> ==== A camera entity capable to force the viewport of any desired players to use its own. [https://developer.valvesoftware.com/wiki/Point_viewcontrol VDC page] <b>Inputs</b> {| class="wikitable" style="table-layout: fixed;" ! Input ! Description |- | <code>$EnableAll</code> | Enable the camera for all players on the map.<br> β '''Warning:''' Spawnflag #512 may not do anything. (<code>Start At Player, Interruptable by Player</code>) |- | <code>$DisableAll</code> | Disable the camera for all players on the map. |- | <code>$SetTarget <entity></code> | The entity that the camera should point to. |} ==== <div style="font-size:110%;">tank_boss</u> ==== The big sluggish Tank robot. [https://developer.valvesoftware.com/wiki/Tank_boss VDC page] <b>Outputs</b> {| class="wikitable" style="table-layout:fixed;" ! Output ! Description |- | <code>$OnStartDeploy</code> | Fired when the tank is deploying the bomb if a condition is fulfilled: * Using <code>"spawnflags" "1"</code> * Giving the Tank a <code>PointTemplate</code>. |} == Entity Expansions == === obj_sentrygun === The Sentry Gun, one of Engineer's buildings. [https://developer.valvesoftware.com/wiki/Obj_sentrygun VDC page]<br> <b>Spawnflags</b> * '''[64]''' - Spawn as mini-sentry === tf_point_weapon_mimic === An entity that mimics firing of various projectiles, as if a player shot the projectile. [https://developer.valvesoftware.com/wiki/Tf_point_weapon_mimic VDC page]<br> <b>Miscellaneous</b><br><br> '''>''' Killing the mimic entity now automatically removes all of its Stickybombs.<br> '''>''' Setting an owner with <code>$SetOwner</code> or <code>$InheritOwner</code> will assign the same owner to fired projectiles are assigned the same owner.<br> '''>''' Mimic can shoot bullets if <code>WeaponType</code> is set to 4. It can be customised with these keyvalues: :'''>''' <code>SpeedMax</code> - max distance (infinite if not specified). :'''>''' <code>SplashRadius</code> - knockback force. '''>''' If <code>teamnum</code> keyvalue is used, shot projectiles will be assigned a team. (Previously it was always team 3, BLU) :'''>''' 2 for RED, 3 for BLU. <b>Spawnflags</b> * '''[1]''' - Shot projectile callback; fires the <code>OnUser4</code> output whenever a projectile is shot, with <code>!activator</code> as the projectile. * '''[2]''' - Allow the keyvalues "''FireSound''" and "''ParticleEffect''" to have functionality. === Tank (tank_boss) === '''>''' When a tank with <code>PointTemplate</code>(s) starts deploying, "OnUser4" output is fired. === Medic shield (entity_medigun_shield) === <b>Spawnflags</b> * '''[1]''' - Never expire, and don't block LOS * '''[2]''' - Spawn as LV2 Shield === logic_case === ==== <div style="font-size:110%;">Text formatter</div> ==== With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. Example point template usage:<syntaxhighlight lang="php"> Formatter { OnSpawnOutput { Target "formattest" Action "$Format" Delay 1 } logic_case { "targetname" "formattest" "case16" "You have % out of % coins left. % %% done" // Formatter string "case01" "6" //First argument "case02" "12" //Second argument "case03" "50" //Third argument "ondefault" "player,$DisplayTextCenter,,0,-1" } } </syntaxhighlight>This would display "You have 6 out of 12 coins left. 50 % done" to all players <b>Inputs</b> {| class="wikitable" style="table-layout: fixed;" ! Output ! Description |- | <code>$Format</code> | Start a string format. When finished, fires <code>OnDefault</code> output with the formatted string as parameter. |- | <code>$FormatInput1-15 <string></code> | Sets a respective formatting input's argument, then starts a string format. |- | <code>$FormatInputNoFire1-15 <string></code> | Functionally, its <code>$FormatInput1-15</code> without starting a string format. |- | <code>$FormatString <string></code> | Sets the string to be used in formatting, then starts a string format. |- | <code>$FormatStringNoFire <string></code> | Functionally, its <code>$FormatString</code> without starting a string format. |} ==== <div style="font-size:110%;">Menus</div> ==== Sourcemod Menus are displayed using the <code>$DisplayMenu</code> input. <code>Case16</code> title, <code>Case01-15</code> choices. Example: <syntaxhighlight lang="php"> Menu { OnSpawnOutput { Target "menutest" Action "$DisplayMenu" Delay 1 Param "player" } logic_case { "targetname" "menutest" "case16" "Menu title|30|Cancel" // Title, menu duration (0 for infinite), display optional cancel button "case01" "option1" //First argument "case02" "!disabled option" //Second argument, disabled "case03" "suicide" //Third argument "oncase03" "!activator,sethealth,0,0,-1" // Selected 3rd option "ondefault" "player,$DisplayTextCenter,he,0,-1" // No option selected } } </syntaxhighlight> <b>Inputs</b> {| class="wikitable" style="table-layout: fixed;" ! Output ! Description |- | <code>$DisplayMenu <entity></code> | Start displaying a menu to the player entity. |- | <code>$HideMenu <entity></code> | Forcefully hide the player's menu. |} == tf_gamerules == === Inputs === * $StopVO <string> ** Stops sound that was started with PlayVO input * $StopVORed <string> ** Stops sound that was started with PlayVORed input * $StopVOBlue <string> ** Stops sound that was started with PlayVOBlue input *$SetBossHealthPercentage <float> **Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear *$SetBossState <int> **If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal *$AddCurrencyGlobal <int> **Add currency to all players == player == === Inputs === * $AllowClassAnimations <0|1> ** Allow class animations instead of using refpose when UseCustomModel input is fired to change player model * $SwitchClass <string> ** Switch player class. The parameter can be either a class name (heavyweapons for example), or class index *$SwitchClassInPlace <string> **Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index * $ForceRespawn ** The player instantly respawns * $ForceRespawnDead ** The player instantly respawns, but only if they are dead * $DisplayTextCenter <string> ** Display text in the middle of the screen * $DisplayTextChat <string> ** Display text to the player's chat * $Suicide ** Kill the player * $ChangeAttributes <string> ** If the player is a bot, this can be used to change active EventChangeAttributes * $RollCommonSpell ** Roll common spell * $SetSpell <string> ** Set player current spell to one of the following: *** Fireball *** Ball O' Bats *** Healing Aura *** Pumpkin MIRV *** Superjump *** Invisibility *** Teleport *** Tesla Bolt *** Minify *** Meteor Shower *** Summon Monoculus *** Summon Skeletons * $AddSpell <string> ** Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell * $AddCond <int> [int] ** Add condition to player. If a second argument is present, the condition will only run for a specified duration * $RemoveCond <int> ** Remove condition from player * $AddPlayerAttribute <string> ** Add attribute to player, the parameter should be passed in this way: attribute|value. Example: "move speed bonus|1.2" * $RemovePlayerAttribute <string> ** Remove attribute from player. Example: "move speed bonus" * $AddItemAttribute <string> ** Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example "damage bonus|2|0" adds 100% damage bonus to primary weapon * $RemoveItemAttribute <string> ** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example "damage bonus|0" removes damage bonus from primary weapon * $PlaySoundToSelf <string> ** Play sound to the player *$IgnitePlayerDuration <float> **Ignite the player for a specified duration in seconds *$WeaponSwitchSlot <int> **Forcibly switches to weapon in slot *$WeaponStripSlot <int> **Removes weapon from a slot (-1 = current slot) *$GiveItem <string> **Gives an item to the player *$AddCurrency <int> **Add currency to the player *$RemoveCurrency <int> **Remove currency from the player *$SetCurrency <int> **Set currency to specified value *$CurrencyOutputX <string> **Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter. *$CurrencyInvertOutputX<string> **Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter *$DropItem <int> **Drop item in slot (-1 = current slot) *$RemoveItem <string> **Remove item with a name *$Regenerate **Regenerate the player, as if touching resupply cabinet *$RefillAmmo **Restore player ammo == trigger_hurt == If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor == Filter entities == The server will no longer crash if the activator entity got removed the time TestActivator is called === Inputs === * $TestEntity <entity> ** Test any entity, rather than only the !activator == Trigger entities == The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called === Inputs === * $StartTouchEntity <entity> ** StartTouch any entity, rather than only the !caller * $EndTouchEntity <entity> ** EndTouch any entity, rather than only the !caller == game_ui == The server will no longer crash if the player using the entity disconnected from the server
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