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Wars Hammer entities

Discussion in 'Community Maps' started by Songbird, Mar 28, 2017.

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  1. Songbird

    Songbird Project Manager
    Staff Member Project Manager

    Joined:
    Mar 27, 2017
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    This is a list of the important wars hammer entities.
    For many other basic entities you can find the description on the Valve Developer Community webpage.
    You can find important console commands and ConVars here.
    ______________________________________________________________________________
    General
    ______________________________________________________________________________
    [​IMG]
    info_start_wars
    This entity defines the start position of a players base. It automatically spawns a HQ and engineer/stalker.
    Keyvalues
    • Owner Number<List>
      Ownernumber of this entity, to which player the base belongs to.
    • Rallypoints<String>
      Optional rally point name, passed to the start building. Created units from the HQ will walk automatically to this rally point, until the player sets his own.
    • Group Hint<List>
      Hint for gamelobby for automatically assigning positions to players.
    ______________________________________________________________________________
    [​IMG]
    info_player_wars
    This entity defines the start position of the players top down camera.
    Keyvalues
    • Owner Number<List>
      Ownernumber of this entity, to which player the start position belongs to.
    ______________________________________________________________________________
    [​IMG]
    func_nav_blocker
    func_nav_blocker is a brush entity, which allows you to disable/block nav meshes that are inside the brush entity.
    Example usage would a be a door.
    Inputs
    • BlockNav
      Block the nav meshes.
    • UnblockNav
      Unblock the nav meshes.
    ______________________________________________________________________________
    [​IMG]
    trigger_nobuildings
    trigger_nobuildings is a brush entity. Inside the volume it is not allowed to place buildings.

    ______________________________________________________________________________
    [​IMG]
    fow_blocker
    Blocks the vision of a units.

    ______________________________________________________________________________
    [​IMG]
    trigger_capture_area
    trigger_capture_area is a brush entity. This volume defines the area where you can capture a control point.
    Keyvalues

    • control_point
      A control_point entity that should be associated with the capture area.
    ______________________________________________________________________________
    [​IMG]
    control_point
    The control point model.
    Outputs
    • OnCaptured_Player0-9
      Fired when the player (or npc) captures the control point.
    • OnLost_Player0-9
      Fired when the palyer (or npc) loses the control point.
    • OnFortified <integer>
      Fired when the control point gets fortified. Outputs the fortification level as integer.
    • OnStartFortified <integer>
      Fired when the control point starts being fortified. Outputs the fortification level as integer.
    ______________________________________________________________________________
    [​IMG]
    scrap_marker
    A normal scrap pile for the rebels to collect.

    ______________________________________________________________________________
    [​IMG]
    scrap_marker_small
    A small scrap pile for the rebels to collect.

    ______________________________________________________________________________
    [​IMG]
    give_resources
    This entity allows you to give or take away resources.
    Keyvalues
    • Owner Number<List>
      Set the owner of the entity, to him the resources will be given/taken.
    • Take Resources<Boolean>
      Should the resources be took away from the player
    • Resource Type<String>
      Name of the resource (ex.: requisition/scrap/power)

    Inputs
    • GiveResources<Integer>
      Give/Take resources to the owner of the entity. The parameter defines the amount of resources given/taken.
    • ChangeOwner<Integer>
      Change the owner of the entity, to him the resources will be given/taken.

    ______________________________________________________________________________
    [​IMG]
    recast_offmesh_connection
    Connects two recast nav meshes, used to indicate an unit can jump down edges or move a narrow passageways.
    Keyvalues
    • End Point<target_destination>
      Target entity end point of this entity.
    Flags
    • Human
      Apply conection to human recast nav mesh.
    • Medium
      Apply conection to medium (like hunter or dog) recast nav mesh.
    • Large
      Apply conection to large (like antlion guard) recast nav mesh.
    • Very Large
      Apply conection to very large recast nav mesh.
    • Air
      Apply conection to air recast nav mesh.
    • Jump down Edge
      Conection is one way only.
    Tips
    • Inside "wars_editor" you can display and edit the different recast nav meshs.
    • Use "unit_show_route" to display the name of the mesh used for the unit.
    ______________________________________________________________________________
    Overrun gamemode
    ______________________________________________________________________________
    [​IMG]
    overrun_manager
    The overrun manager entity provides you with some options and informations for the overrun gamemode.
    Primary use: overrun gamemode.

    • Bugs:
    • Inputs "Victory" and "Failed" do not work.
    Keyvalues
    • InDoor<Boolean>
      If true, combine headcrab canisters will not spawn.
    • wavetype<String>
      Function unknown

    Inputs
    • Victory
      Trigger overrun game win.
    • Failed
      Trigger overrun game lost.

    Outputs
    • OnEasy
      Fired on map spawn when player choose the easy difficulty.
    • OnNormal
      Fired on map spawn when player choose the normal difficulty.
    • OnHard
      Fired on map spawn when player choose the hard difficulty.
    • OnNewWave
      Fired on the beginning of a new wave.
    • OnZombies
      Fired on map spawn when player choose the zombie wave type.
    • OnCombine
      Fired on map spawn when player choose the combine wave type.
    • OnAntlions
      Fired on map spawn when player choose the antilon wave type.
    ______________________________________________________________________________
    [​IMG]
    overrun_wave_spawnpoint
    Spawn position of the enemy units.
    Primary use: overrun gamemode.
    Keyvalues
    • Priority<Integer>
    ______________________________________________________________________________
    [​IMG]
    overrun_headcrabcannister_spawnpoint
    With this entity you can control the position where the combine headcrab canisters should drop. It should be used for reducing the risk for the canisters to drop in invalid places.
    Primary use: overrun gamemode.
    Keyvalues
    • MaxRadius<Integer>
      The radius around the entity where it is allowed for the headcrab canisters to drop.
    ______________________________________________________________________________
    Singleplayer gamemode
    ______________________________________________________________________________
    [​IMG]
    wars_player_follow_entity
    With this entity you can control the position of the player’s top down camera. While it’s active, it will force the view on a selected entity.
    Primary use: singleplayer.
    Keyvalues
    • Forced<Boolean>
      Force the entity to be followed by the player. If true, the player will not be able to stop following unless stopped with the imput „CamReleaseFollowEntity“.
    • Trigger Once<Boolean>
      Allow triggering this follow entity once.
    • All Players<Boolean>
      Force all players to follow the entity.

    Flags
    • Freeze Player
      Disable players imput (mouse and keybord).

    Inputs
    • CamFollowEntity <string> [name of entity to follow]
      Lock the camera to the defind entity.
    • CamReleaseFollowEntity
      Release the camera control back to the player.
    ______________________________________________________________________________
    [​IMG]
    wars_messagebox
    This entity allows you to display a message box with a continue button on the screen.
    Primary use: singleplayer.
    Keyvalues
    • Text <String>
      Text that gets displayed inside the message box.
    • Lock Continue <Boolean>
      Should the continue button be locked? Can be unlocked via imputs.
    • Smoth Close<Boolean>
      Should the MS Box play a close animation? It is nice to use on the last displayed massagebox.

    Inputs
    • Display
      Display the message box on the screen.
    • Close
      Force the message box to close.
    • LockContinue
      Lock the contiue button.
    • UnlockContinue
      Unlock the contiue button.

    Outputs
    • OnDisplayed
      Fired when the message box gets displayed on the screen.
    • OnPressContinue
      Fired when when the player presses the continue button.
    • OnForcedContinue
      Fired when the message box gets forced closed with the input „Close“.
    ______________________________________________________________________________
    [​IMG]
    wars_mission_objective
    This entity allows you to display a objective on the screen.
    Primary use: singleplayer.
    Keyvalues
    • Priority<Integer>
      Used for sorting. A higher number means it's higher on the top.
    • Visible<Boolean>
      Determines if the objective is visible.
    • Description<String>
      Description displayed in hud.

    Inputs
    • SetCompleted
      Set the objective as completed.
    • SetFailed
      Set the objective as failed.
    • SetInProgress
      Set the objective as in progress.
    • SetPriority <Integer>
      Change the Sorting. A higher number means it's higher on the top.
    • SetVisible <Integer>
      1 means visible; 0 means not visible

    Outputs
    • OnCompleted
      Fired when the objective was set as completed.
    • OnFailed
      Fired when the objective was set as failed.

    Pictures
    [​IMG]
    ______________________________________________________________________________
    [​IMG]
    wars_mission_timer
    This entity allows you to display a objective with a timer on the screen.
    Primary use: singleplayer.
    Keyvalues
    • Priority<Integer>
      Used for sorting. A higher number means it's higher on the top.
    • Visible<Boolean>
      Determines if the objective is visible.
    • Description<String>
      Description displayed in hud.
    • On Timeout Do<choices>
      Defines behavior on timeout, in addition to firing the timeout event.
    • Timer Threshold<float>
      Threshold time at which OnThresholdRemaining is fired.
    • Timer<float>
      Start time for the timer.

    Inputs
    • SetCompleted
      Set the objective as completed.
    • SetFailed
      Set the objective as failed.
    • SetInProgress
      Set the objective as in progress.
    • SetPriority <Integer>
      Change the Sorting. A higher number means it's higher on the top.
    • SetVisible <Integer>
      1 means visible; 0 means not visible
    • Start
      Starts the timer
    • Reset
      Resets the timer, to its inertial time
    • Pause
      Pauzes the timer
    • AddTime<float>
      Adds time to the existing time
    • RemoveTime<float>
      Removes time from the existing time

    Outputs
    • OnCompleted
      Fired when the objective was set as completed.
    • OnFailed
      Fired when the objective was set as failed.
    • OnThresholdRemaining
      Fired when timer reaches the set "Timer Threshold" Keyvalue.
    • OnTimedOut
      Fired when timer reaches 0, also performs the Defined behavior. (Keyvalue "On Timeout Do")
    ______________________________________________________________________________
    [​IMG]
    wars_win_condition
    This entity allows you to trigger the win or lost screen.
    Primary use: singleplayer.
    Inputs
    • PlayerVictory
      Trigger the win screen.
    • PlayerLost
      Trigger the lost screen.

    Outputs
    • OnCompleted
    • OnFailed
    ______________________________________________________________________________
    [​IMG]
    unit_maker
    This entity allows you to spawn units and give them basic orders.
    Primary use: singleplayer.

    • Bugs:
    • Flag "Don't Spawn While Visible" does not work.

    Keyvalues
    • NPCType <String>
      The type name of the NPC to spawn. (ex.: unit_antlion)
    • NPCTargetname <String>
      Set the targetname of the spawn NPC, so other entities can refer to the NPC.
    • SpawnFrequency <Float>
      The delay between the spawning of the NPCs.
    • MaxNPCCount <Integer>
      The maximum number of NPC that can be spawn.
    • MaxLiveChildren <Integer>
      The number how many NPC can be simultaneously alive.

    Flags
    • Don't Spawn While Visible
      The entity will not spawn units when it is visible by the player.
    • Infinite Children
      MaxNPCCount will be infinite.(?)

    Inputs
    • Enable
      Enable the entity, this makes the units spawn.
    • SetMaxChildren
    • SetMaxLiveChildren
    • SetSpawnFrequency

    Outputs
    • OnAllSpawned
      Fired when all NPC has bean spawned.
    • OnAllLiveChildrenDead
      Unknown
    • OnAllSpawnedDead
      Fired when all NPC has bean killed.
    • OnSpawnNPC
      Fired when a NPC has bean spawned.
    ______________________________________________________________________________
    [​IMG]
    wars_cpu_player
    This entity allows you to enabled or disabled a CPU player.
    Primary use: singleplayer.
    Keyvalues
    • CPU player<List>
      Target CPU player to be enabled or disabled

    Inputs
    • EnableCPUPlayer
    • DisableCPUPlayer
    ______________________________________________________________________________
    [​IMG]
    wars_player_relation
    This entity allows you to control the disposition (Neutral, Hate, Like and Fear) between two players.
    Primary use: singleplayer.

    • Bugs:
    • Fear does not work as expected.
    Keyvalues
    • Reciprocal<Boolean>
      Applies the relation to both sides (not just to the subject).
    • Disposition<List>
      What relation to be applied. (Neutral, Hate, Like and Fear)
    • Player Subject<List>
      Subject to which the relation is applied
    • Player Target<List>
      Target of the applied relation

    Inputs
    • ApplyRelation
      Apply the setup relation to the players.
    ______________________________________________________________________________
    [​IMG]
    wars_sp_difficulty
    This entity fires a corresponding output depending on the set difficulty.
    Primary use: singleplayer.
    Keyvalues
    • Default Difficulty<List>
      Used difficulty if the difficulty setting was not found.

    Inputs
    • Trigger
      Trigger the entity, causing the corresponding output to fire.

    Outputs
    • OnSpawn
      Fired on spawn.
    • OnSpawnEasy
      Fired on spawn, if the difficulty is easy.
    • OnSpawnNormal
      Fired on spawn, if the difficulty is normal.
    • OnSpawnHard
      Fired on spawn, if the difficulty is hard.
    • OnTrigger
      Fired when the entity is triggered.
    • OnTriggerEasy
      Fired when the entity is triggered and the difficulty is easy.
    • OnTriggerNormal
      Fired when the entity is triggered and the difficulty is normal.
    • OnTriggerHard
      Fired when the entity is triggered and the difficulty is hard.
    ______________________________________________________________________________
    [​IMG]
    wars_generic_item
    This entity allows you to place a item which can be picked up by a unit. The unit will then carry the item around and it can be filtered (filter_item) via triggers.
    Primary use: singleplayer.
    Keyvalues
    • Name<String>
      Name of the item. This is also used to filter the item.
    • World Model<Path>
      The model which is used for the item.
    • Carry Model<Path>
      Model used by unit when carrying the item. (For example: "models/pg_props/pg_obj/pg_backpack_scrap.mdl")
    • Pickup Filter<Filter>
      Filter entity name for restricting pickup by units (e.g. enemies). If empty everyone can pick it up.
    • Pickup Delay<Flaot>
      Time it takes before the item is pickupable after dropping.
    • Reset Time<Flaot>
      Time after which the item is reset to the start position when not carried.
      If 0: never reset.

    Inputs
    • Kill
      Remove the item.

    Outputs
    • OnDrop
      Fired when the item is dropped.
    • OnPickUp
      Fired when the item is picked up by a unit.
    ______________________________________________________________________________
    [​IMG]
    wars_give_order
    With this entity you can give orders to units and also specify how the order should be performed.
    Primary use: singleplayer.
    Keyvalues
    • Unit Target Name<String>
      Target name of units on which the order should be performed. Used when triggered by "PerformOrder".
    • Ability<String>
      Optional target type ability to be executed by the unit. (like: "attackmove")
    • Order Target<List>
      Optional target entity for order. If empty the entity's position is used as target.
    • Overwrite Existing Orders<Boolean>
      Overwrite existing orders that are performed on the unit right now by other wars_give_order entities.
    • Intercept Cancel Min Range<Flaot>
      Used when the "Intercept Cancel" flag is set. This defines the minimum range on which enemy units are detected to cancel the order.

    Inputs
    • PerformOrder
      It performs the order on all the units with the defined name in keyvalue "Unit Target Name".
    • PerformOrderUnit<Unit>
      Performs the order on a input unit. It ignores the keyvalue "Unit Target Name" and performs the order on the input unit only.
    • CancelOrder
      Stops all units performing the order.

    Outputs
    • OnOrderPerformed
      Fired when a unit performed the order. Outputs the unit as argument.
    • OnOrderPerformedall
      Fired when a ALL units performed the order. It still fires when at least one surviving unit reaches the target point.
    • OnOrderInterrupted
      Outputs when the order has been interrupted. By Input CancelOrder, Keyvalue 'Intercept cancel' or when all units are dead.

    Examples
    Example Nr.1:
    [​IMG]
    The unit that just performed the order, performs the next order.

    Example Nr.2:
    [​IMG]
    The created unit performs the specified order.

    Example Nr.3:
    Some example settigs for the keyvalue Ability<String>:
    • If empty: The unit will walk to the entity and attack units on it's path, but it will not shop walking to the entity. This of course only really works on ranged units.
    • "attackmove": The unit will walk to the entity but will start attacking and pursuit enemy units. If there are no enemy units in view, after a small delay it will continue walk to the entity.
    ______________________________________________________________________________
    [​IMG]
    wars_choose_random_order
    This entity will output a given unit to a randome entity from a list (for example to a "wars_give_order" entity).
    Primary use: singleplayer.
    Keyvalues
    • Trigger Output 01 Chance
      Chance that the unit will be outputted form Output01. (From 0 to 1)
    • Trigger Output 02 Chance
      Chance that the unit will be outputted form Output02. (From 0 to 1)
    • Trigger Output 03 Chance
      Chance that the unit will be outputted form Output03. (From 0 to 1)
    • Trigger Output 04 Chance
      Chance that the unit will be outputted form Output04. (From 0 to 1)
    • Trigger Output 05 Chance
      Chance that the unit will be outputted form Output05. (From 0 to 1)
    • Trigger Output 06 Chance
      Chance that the unit will be outputted form Output06. (From 0 to 1)
    • Trigger Output 07 Chance
      Chance that the unit will be outputted form Output07. (From 0 to 1)
    • Trigger Output 08 Chance
      Chance that the unit will be outputted form Output08. (From 0 to 1)

    Inputs
    • InputTriggerUnit
      Takes the input unit and outputs it randomly, from one if the outputs.

    Outputs
    • TriggerOutput01
      Fired when randomly chosen. Outputs the unit as argument, whitch was given by "InputTriggerUnit".
    • TriggerOutput02
      Fired when randomly chosen. Outputs the unit as argument, whitch was given by "InputTriggerUnit".
    • TriggerOutput03
      Fired when randomly chosen. Outputs the unit as argument, whitch was given by "InputTriggerUnit".
    • TriggerOutput04
      Fired when randomly chosen. Outputs the unit as argument, whitch was given by "InputTriggerUnit".
    • TriggerOutput05
      Fired when randomly chosen. Outputs the unit as argument, whitch was given by "InputTriggerUnit".
    • TriggerOutput06
      Fired when randomly chosen. Outputs the unit as argument, whitch was given by "InputTriggerUnit".
    • TriggerOutput07
      Fired when randomly chosen. Outputs the unit as argument, whitch was given by "InputTriggerUnit".
    • TriggerOutput08
      Fired when randomly chosen. Outputs the unit as argument, whitch was given by "InputTriggerUnit".
    ______________________________________________________________________________
    [​IMG]
    wars_ability_manager
    You can look/unlock abilities. Like "grenade throw", "unit creation" and "building construction".
    Primary use: singleplayer.
    You can find the abiliry names inside "abilitypanel" (Sandbox) or on this pages:
    List of ability names:
    http://hl2wars.com/unitstats/statsabilities.html
    List of buildings/units names:
    http://hl2wars.com/unitstats/stats.html
    Examples names: "grenade", "scan", "build_comb_armory", "unit_combine"

    Keyvalues
    • Owner Number<choices>
      The player to which the effects should be applied to.

    Inputs
    • LockAbility<string>
      Locks the specified ability for the owner of this entity, the owner can't use it anymore.
    • UnlockAbility<string>
      Unlocks the specified ability for the owner of this entity
    • UnResearchAbility<string>
      Unresearches an ability. Note: some abilities may become 'researched' again due other events.
    • ResearchAbility<string>
      Researches an ability immediately. Note: some abilities may become 'unresearched' again due other events.
    • HideAbilityOnUnavailabe<string>
      Hides ability from UI if unavailable.
    • ShowAbilityOnUnavailabe<string>
      Shows ability in UI even if unavailable.
    • MakeAbilityFree<string>
      Makes the target ability free of costs (other requirements might still apply!)
    • MakeAbilityPaid <string>
      Makes the target ability paid, that was before made cost nothing by "MakeAbilityFree".
    • RemoveRequirements <string>
      Removes the requirements ( building or research) for the ability.
    • ResetRequirements <string>
      This enables the requirements for an ability, that were before removed by "RemoveRequirements".
    ______________________________________________________________________________
    [​IMG]
    wars_music_controller
    This entity allows you to manipulate the background music.
    Primary use: singleplayer.
    Keyvalues
    • Custom Track<String>
      Path to custom track. If defined it will play this track on map start.
    • Music Enabled<choices>
      Whether music is enabled or disabled.

    Inputs
    • PlayCustom<string>
      Starts playing a custom track. (Example: "music/Divorce.mp3")
    • PlayDefault
      Starts playing default tracks again.
    • StopMusic
      Stops any music from being played.

    Outputs
    • MusicStopped
      Fired when the Imput "StopMusic" as bean triggered.
    ______________________________________________________________________________
    [​IMG]
    wars_population_listener
    Outputs the current population count as a parameter.
    Primary use: singleplayer.
    Keyvalues
    • Owner Number<choices>
      Ownernumber of this entity, the entity only counts the population of the owner.

    Outputs
    • OnBuildingCountChanged <float>
      Fired when the building count has changed, outputs the new number as parameter.
    • OnPopulationChanged <float>
      Fired when the population count has changed, outputs the new number as parameter.

    Example
    [​IMG]

    ______________________________________________________________________________
    [​IMG]
    wars_player_setup
    Allows you to change a player's faction and color.
    Primary use: singleplayer.
    Keyvalues
    • Player<Choose>
      The target player of the setup
    • Faction<Choose>
      Faction to be applied.
    • Color<String>
      Color to be applied, space separated rgba. (ex.: 255 0 0 255 = red)

    Inputs
    • ApplyFaction
      Apply the faction setting.
    • SetColor
      Apply the team color setting.
    • ApplyAll
      Apply both faction and color setting.
    Flags
    • Apply at start
      Apply automatically the settings on map spawn.

    ______________________________________________________________________________
     
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