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point_instructor_event

point_instructor_event icon

Point Entity

An entity that fires simple game events from map logic for game instructor

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.

  • Lesson Name (hint_name) <String>
    Name of the lesson to fire. Matches name in instructor_lessons.txt.

  • Target Entity (hint_target) <TargetDestination>
    Entity to attach this hint to if required by lesson

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.

  • ShowHint <String>
    Start showing the hint. If an entity name is passed as a parameter, the hint is shown only to that entity.

  • EndHint <Void>
    Stop showing the hint if it hasn't already timed out.

  • SetTargetPlayerToActivator <Void>
    Set the player that should receive this hint to the activator of this input. Only necessary to use this if the player isn't the activator of the ShowHint input. You shouldn't use !player for this, because that only works in singleplayer, and the point of this is to handle multiple players. Instead, fire this input from an output of the entity that the target player activated to initiate the series of events that caused you to want to show them this hint.

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.