Phisionary
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I was intrigued by the input/output possibilities of !activator (thanks to Raeven0, btw), so I played around some. I'd like to make a map using some of this stuff, but unless you did it right, I bet it would be kind of gimmicky and un-fun.
But, since I haven't seen this anywhere yet, here is a list of all player inputs and outputs, in CS:S
I have good reason to believe that the commands for HL2 and HL2:DM are a little bit different.
These could be useful in combination with some special entity names. Here's a list of some (not all related to this, but nice nonetheless): www.editlife.net
also of note: using entity name player refers to all players on the server.
output: OnIgnite // When the player cathes on fire. Easy.
output: OnUser1 // One of four user triggerable output events.
output: OnUser2
output: OnUser3
output: OnUser4
input: OnRescueZoneTouch // Dunno haven't played with it.
input: SetHealth // sets player (or NPC, incidentally) health, locked from 0-100
input: physdamagescale // scale of damage done by physics objects. Useful for some specialty physics maps maybe.
input: KilledNPC // dunno
input: skin // did nothing that I could tell
input: SetBodyGroup // something to do with animation, apparently can alter NPC appearance.
input: Ignite // burn, baby, burn!
input: SetLightingOriginHack // ??
input: TeamNum // ??
input: SetTeam // changes player team. 1- spectator , 2- terrorist, 3-counterterrorist -- other values allowed but do appeara as spec.
input: Kill // I tried this and it was not good *!crash!*
input: KillHierarchy // didn't try this
input: Use // hmm, maybe for npc's
input: Alpha // sets transparency. didn't work for players. I think the smoke gren I threw through an !activator trigger got transparent, but it was shorty after too smokey to tell.
input: Color // also, doesn't work for players. The blend mode doesn't seem to be right, the color would change a bit, but each change would make them very dark.
input: SetParent // parents to another entity. I was still affected by gravity, and player motion got decidedly wonky.
input: SetParentAttachment // ?
input: ClearParent // self-explanitory
input: SetDamageFilter // This seemed very cool. you can filter what forces can apply damage to the player (or any other object that has this input). I made it so I couldn't hurt myself with my own grenade... Could also make a temporary invulerability on your map if you wished. IgnoreFallDamage does not work with CS:S
input: EnableDamageForces // don't know. supposedly, this alters whether getting damaged applies a physics force. No effect noticed on a player entity.
input: DisableDamageForces // ...
input: DispatchEffect // unknown, has something to do with spcial graphical effects, but couldn't find anything about it not related to sdk coding.
input: DispatchResponse // ???
input: AddContext // ???
input: RemoveContext // ???
input: ClearContext // ???
input: DisableShadow // didn't seem to affect players
input: EnableShadow // ...
input: AddOutput // super powerful, but less so for the player, due to teh lack of useful player output triggers.
input: FireUser1 // I see how you could use these to save information with a player. like, you'd have to get a 'key' to go through a certain door on your map... I'm not sure, but it has possibility. Tied to the OnUser1 output.
input: FireUser2
input: FireUser3
input: FireUser4
I should mention that these settings do not (neccesarily) reset after a round has ended. I noticed some odd instability at round ends when playing with SetParent, and Color changes stayed as well. Most notably, added outputs (via AddOutput, surprisingly) carried over from round to round.
Lastly, if you want to examine the traits of some other object (or other mod), you can do it from the console, with the ent_info <entity class> command. For example, I entered ent_info player to get this list. Other commands useful for fiddling with such things? ent_text, ent_fire, ent_setName (for interacting in realtime with unnamed single entities) and others in the ent_ branch of commands.
Hope someone finds this useful.
But, since I haven't seen this anywhere yet, here is a list of all player inputs and outputs, in CS:S
I have good reason to believe that the commands for HL2 and HL2:DM are a little bit different.
These could be useful in combination with some special entity names. Here's a list of some (not all related to this, but nice nonetheless): www.editlife.net
also of note: using entity name player refers to all players on the server.
output: OnIgnite // When the player cathes on fire. Easy.
output: OnUser1 // One of four user triggerable output events.
output: OnUser2
output: OnUser3
output: OnUser4
input: OnRescueZoneTouch // Dunno haven't played with it.
input: SetHealth // sets player (or NPC, incidentally) health, locked from 0-100
input: physdamagescale // scale of damage done by physics objects. Useful for some specialty physics maps maybe.
input: KilledNPC // dunno
input: skin // did nothing that I could tell
input: SetBodyGroup // something to do with animation, apparently can alter NPC appearance.
input: Ignite // burn, baby, burn!
input: SetLightingOriginHack // ??
input: TeamNum // ??
input: SetTeam // changes player team. 1- spectator , 2- terrorist, 3-counterterrorist -- other values allowed but do appeara as spec.
input: Kill // I tried this and it was not good *!crash!*
input: KillHierarchy // didn't try this
input: Use // hmm, maybe for npc's
input: Alpha // sets transparency. didn't work for players. I think the smoke gren I threw through an !activator trigger got transparent, but it was shorty after too smokey to tell.
input: Color // also, doesn't work for players. The blend mode doesn't seem to be right, the color would change a bit, but each change would make them very dark.
input: SetParent // parents to another entity. I was still affected by gravity, and player motion got decidedly wonky.
input: SetParentAttachment // ?
input: ClearParent // self-explanitory
input: SetDamageFilter // This seemed very cool. you can filter what forces can apply damage to the player (or any other object that has this input). I made it so I couldn't hurt myself with my own grenade... Could also make a temporary invulerability on your map if you wished. IgnoreFallDamage does not work with CS:S
input: EnableDamageForces // don't know. supposedly, this alters whether getting damaged applies a physics force. No effect noticed on a player entity.
input: DisableDamageForces // ...
input: DispatchEffect // unknown, has something to do with spcial graphical effects, but couldn't find anything about it not related to sdk coding.
input: DispatchResponse // ???
input: AddContext // ???
input: RemoveContext // ???
input: ClearContext // ???
input: DisableShadow // didn't seem to affect players
input: EnableShadow // ...
input: AddOutput // super powerful, but less so for the player, due to teh lack of useful player output triggers.
input: FireUser1 // I see how you could use these to save information with a player. like, you'd have to get a 'key' to go through a certain door on your map... I'm not sure, but it has possibility. Tied to the OnUser1 output.
input: FireUser2
input: FireUser3
input: FireUser4
I should mention that these settings do not (neccesarily) reset after a round has ended. I noticed some odd instability at round ends when playing with SetParent, and Color changes stayed as well. Most notably, added outputs (via AddOutput, surprisingly) carried over from round to round.
Lastly, if you want to examine the traits of some other object (or other mod), you can do it from the console, with the ent_info <entity class> command. For example, I entered ent_info player to get this list. Other commands useful for fiddling with such things? ent_text, ent_fire, ent_setName (for interacting in realtime with unnamed single entities) and others in the ent_ branch of commands.
Hope someone finds this useful.