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point_hurt

Point Entity

An entity that does damage to all entities in a radius around itself, with a specified delay.If 'Target Entity' is specified, the damage is only done to that entity.

Keyvalues

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Target Entity (DamageTarget) <String>
    If specified, only this entity will take damage. Otherwise, all entities within the Radius will take damage.

  • Radius (DamageRadius) <Float>
    All entities within this radius of this entity will take damage. If a 'Target Entity' is specified, only that entity will take damage.

  • Damage (Damage) <Integer>
    Damage done to all affected entities each time this entity fires.

  • Delay (DamageDelay) <Float>
    Delay between refires, in seconds.

  • Damage Type (DamageType) <Choices>
    Type of damage to inflict on entities damaged.

    • GENERIC
    • CRUSH
    • BULLET
    • SLASH
    • BURN
    • FREEZE
    • FALL
    • BLAST
    • CLUB
    • SHOCK
    • SONIC
    • ENERGYBEAM
    • DROWN
    • PARALYSE
    • NERVEGAS
    • POISON
    • RADIATION
    • DROWNRECOVER
    • CHEMICAL
    • SLOWBURN
    • SLOWFREEZE

Inputs

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • Hurt <Void>
    Force a single fire, damaging either the Target Entity or all entities within the radius.

  • TurnOn <Void>
    Enable this entity. It will start damaging entities everytime it fires, and refire based upon the specified Delay.

  • TurnOff <Void>
    Disable this entity. It will stop damaging entities.

  • Toggle <Void>
    Toggle this entity between On/Off state.

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.