Editing Additions to existing entities

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* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 box
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.
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*$AddCurrencyGlobal <int>
*$AddCurrencyGlobal <int>
**Add currency to all players
**Add currency to all players
*$ChangeLevel <string>
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1


== player ==
== player ==
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***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target
****Move to entity targetkill and try to destroy it
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes
***clear_interrupt_action_queue
****Clears interrupt action queue added by above command
***remove_interrupt_action_queue_name name
****Delete from interrupt action queue if name matches
***stop interrupt action
***stop interrupt action
****Stops current interrupt action
****Stops current interrupt action
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