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Table of contents
1 Entity Description
2 Keyvalues
3 Inputs
4 Outputs

Entity Description

An entity to control a game-specific global states, it can be used to force the gravity gun to become the super gravity gun among other things.

For this entity to take effect from the map's start, the Set Initial State flag must be checked.


<target_source> The name that other entities refer to this entity by.
<choices> Initial State
Literal Value Description
0 Off
1 On
2 Dead
<string> Global State to Set
Literal Value Description
"gordon_precriminal" Gordon pre-criminal
"antlion_allied" Antlions are player allies
"suit_no_sprint" Suit sprint function not yet enabled
"super_phys_gun" Super phys gun is enabled
"friendly_encounter" Friendly encounter sequence (lower weapons, etc.)
"gordon_invulnerable" Gordon is invulnerable
"no_seagulls_on_jeep" Don't spawn seagulls on the jeep
"ep2_alyx_injured" Episode 2: Alyx injured
"ep_alyx_darknessmode" Episodic: Alyx darkness mode


Removes this entity from the world.
Removes this entity and all its children from the world.
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Set state of global to ON.
Set state of global to OFF.
Toggles state of global between ON and OFF.
Set state of global to DEAD.


Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator

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CMT (CS Mapping Tutorials) - © 2006-2011. Created by VM
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