point_hurt
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
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) <TargetDestination>
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 (
0) - CRUSH (
1) - BULLET (
2) - SLASH (
4) - BURN (
8) - FREEZE (
16) - FALL (
32) - BLAST (
64) - CLUB (
128) - SHOCK (
256) - SONIC (
512) - ENERGYBEAM (
1024) - DROWN (
16384) - PARALYSE (
32768) - NERVEGAS (
65536) - POISON (
131072) - RADIATION (
262144) - DROWNRECOVER (
524288) - CHEMICAL (
1048576) - SLOWBURN (
2097152) - SLOWFREEZE (
4194304)
- GENERIC (
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.
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 (
0) - CRUSH (
1) - BULLET (
2) - SLASH (
4) - BURN (
8) - FREEZE (
16) - FALL (
32) - BLAST (
64) - CLUB (
128) - SHOCK (
256) - SONIC (
512) - ENERGYBEAM (
1024) - DROWN (
16384) - PARALYSE (
32768) - NERVEGAS (
65536) - POISON (
131072) - RADIATION (
262144) - DROWNRECOVER (
524288) - CHEMICAL (
1048576) - SLOWBURN (
2097152) - SLOWFREEZE (
4194304)
- GENERIC (
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. -
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.
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) <TargetDestination>
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 (
0) - CRUSH (
1) - BULLET (
2) - SLASH (
4) - BURN (
8) - FREEZE (
16) - FALL (
32) - BLAST (
64) - CLUB (
128) - SHOCK (
256) - SONIC (
512) - ENERGYBEAM (
1024) - DROWN (
16384) - PARALYSE (
32768) - NERVEGAS (
65536) - POISON (
131072) - RADIATION (
262144) - DROWNRECOVER (
524288) - CHEMICAL (
1048576) - SLOWBURN (
2097152) - SLOWFREEZE (
4194304)
- GENERIC (
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.
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 (
0) - CRUSH (
1) - BULLET (
2) - SLASH (
4) - BURN (
8) - FREEZE (
16) - FALL (
32) - BLAST (
64) - CLUB (
128) - SHOCK (
256) - SONIC (
512) - ENERGYBEAM (
1024) - DROWN (
16384) - PARALYSE (
32768) - NERVEGAS (
65536) - POISON (
131072) - RADIATION (
262144) - DROWNRECOVER (
524288) - CHEMICAL (
1048576) - SLOWBURN (
2097152) - SLOWFREEZE (
4194304)
- GENERIC (
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. -
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.