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logic_achievement

logic_achievement icon

Point Entity

Sends an achievement system related event from the map to the achievement system.

Keyvalues

  • Start Disabled (StartDisabled) <Boolean>

  • 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.

  • Achievement Event (AchievementEvent) <Choices>
    Named event is sent to the achievement system when this entity receives a 'FireEvent' input.

    • A1_IntroWorld1 - Feed the Snark (ACHIEVEMENT_EVENT_SIDE_FEED_SNARK)
    • A1_IntroWorld2 - Escape the Combine truck. (ACHIEVEMENT_EVENT_TRACK_A1_INTRO_WORLD_2)
    • A1_IntroWorld2 - Play with Playground (ACHIEVEMENT_EVENT_SIDE_HL2_PLAYGROUND)
    • A1_IntroWorld2 - Russell Scene - Represent Self with Specific Prop (ACHIEVEMENT_EVENT_SIDE_RUSSELL_SCENE)
    • A1_IntroWorld2 - Russell Scene - Point Geiger At Russell (ACHIEVEMENT_EVENT_SIDE_GEIGER_COUNTER)
    • A1_IntroWorld2 - Russell Scene - Catch/GG Ammo Clip Before It Lands (ACHIEVEMENT_EVENT_SIDE_CATCH_AMMO_CLIP)
    • A2_Quarantine - Enter the Quarantine Zone. (ACHIEVEMENT_EVENT_TRACK_A2_QUARANTINE_ENTRANCE)
    • A2_Hideout - After the Vort scene. (ACHIEVEMENT_EVENT_TRACK_A2_HIDEOUT)
    • A2_Hideout - Squeeze a HC Heart (ACHIEVEMENT_EVENT_SIDE_SQUEEZE_HC_HEART)
    • A2_HC_Tunnels - Collect the Shotgun (ACHIEVEMENT_EVENT_TRACK_A2_HEADCRABS_TUNNEL)
    • A2_Drainage - Reach the Explosive Infestation (ACHIEVEMENT_EVENT_TRACK_A2_DRAINAGE)
    • A2_Trainyard - After the Train Heist (ACHIEVEMENT_EVENT_TRACK_A2_TRAIN_YARD)
    • A3_StationSt - Reach the Northern Star (ACHIEVEMENT_EVENT_TRACK_A3_STATION_STREET)
    • A3_Hotel_Lobby - After the first Reviver fight (ACHIEVEMENT_EVENT_TRACK_A3_HOTEL_LOBBY_BASEMENT)
    • A3_Hotel_Underground - Escape the Pit (ACHIEVEMENT_EVENT_TRACK_A3_HOTEL_UNDERGROUND_PIT)
    • A3_Hotel_Interior - Collect the Rapidfire (ACHIEVEMENT_EVENT_TRACK_A3_HOTEL_INTERIOR_ROOFTOP)
    • A3_Hotel_Street - Shutdown the Substation (ACHIEVEMENT_EVENT_TRACK_A3_HOTEL_STREET)
    • A3_ProcPlant - After the Exploding Barrel Tripmine Room (ACHIEVEMENT_EVENT_TRACK_A3_C17_PROCESSING_PLANT)
    • A3_Distillery - Leave the Distillery without killing BZ (ACHIEVEMENT_EVENT_TRACK_A3_DISTILLERY_NOKILLBZ)
    • A3_Distillery - Leave the Distillery after killing BZ (ACHIEVEMENT_EVENT_TRACK_A3_DISTILLERY_KILLBZ)
    • A3_Distillery - Kill Annoying HC Before He Knocks Bottles (ACHIEVEMENT_EVENT_SIDE_KILL_ANNOYING_HC)
    • A3_Distillery - Catch Trap Bottles Before They Hit Ground (ACHIEVEMENT_EVENT_SIDE_CATCH_FALLING_BOTTLE)
    • A3_Distillery - Bring Russell Vodka (ACHIEVEMENT_EVENT_SIDE_BRING_RUSSELL_VODKA)
    • A4_Zoo - Reach the Aquatic Exhibits (ACHIEVEMENT_EVENT_TRACK_A4_C17_ZOO)
    • A4_TankerYard - Solve the Tanker Yard's Toner puzzle (ACHIEVEMENT_EVENT_TRACK_A4_C17_TANKER_YARD)
    • A4_WaterTower - Reach the Water Tower (ACHIEVEMENT_EVENT_TRACK_A4_C17_WATER_TOWER)
    • A4_ParkingG - After the Strider Wakes Up (ACHIEVEMENT_EVENT_TRACK_A4_C17_PARKING_GARAGE)
    • A5_Vault - Reach the Superweapon (ACHIEVEMENT_EVENT_TRACK_A5_VAULT)
    • A5_Vault - Hidden Carry Gnome (ACHIEVEMENT_EVENT_HIDDEN_CARRY_GNOME)
    • A5_Ending - End Game (ACHIEVEMENT_EVENT_TRACK_A5_ENDING)

Inputs

  • Enable <Void>
    Enable this entity.

  • Disable <Void>
    Disable this entity.

  • 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.

  • 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.

  • Toggle <Void>
    Toggle the relay between enabled and disabled.

  • FireEvent <Void>
    Tells the achievement system the specifed event has occured.

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.

  • OnFired <Void>
    When the event fires, this fires.