Template:IO BaseEntity Input
- Kill <void>
- Removes this entity and all its children from the world.
- KillHierarchy <void>
- Removes this entity and all its children from the world. Faster than sending the Kill input on entities with children.
- AddOutput <string>
- Adds an entity I/O connection to this entity.
Format:Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 = infinite, 1 = only once)>.
- 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.
- Use <void>
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
- Touch <string>
- Make the entity touch the specified entity.
- FireOutput <string>
- Fires the named output on this entity.
Format:<output name>:<activator>:<caller>:<parameter>:<delay>
Example:OnDeath:hl3cardgame:gaben
. Everything beyond the output name is optional.
- RemoveOutput <string>
- Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass
*
to wipe all outputs from this entity.
- CancelPending <void>
- Cancels any events fired by this entity that are currently pending in the I/O event queue.
- SetLocalOrigin <vector>
- Sets this entity's origin in the map.
- SetLocalVelocity <vector>
- Sets this entity's current velocity.
- SetLocalAngularVelocity <vector>
- Sets this entity's current angular velocity.
- AddSpawnFlags <integer>
- Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
- RemoveSpawnFlags <integer>
- Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
- SetTarget <targetname>
- Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.
- SetOwnerEntity <target_entity>
- Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.
- SetThinkNull <void>
- Sets this entity's general think function to null. Behavior varies from entity to entity.