game_player_hurt

Modified

12-Jul-2023

Point entity which will apply damage to its activator. For a more feature-rich version see trigger_hurt_remote.

Keyvalues


OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.

Name targetname : Set name of game_player_hurt so other entities can trigger it to apply damage to activator. Every trigger use-type works uniformly. Can be kill-targeted.

Target target : Entity to trigger when damage is dealt. Trigger use-type is the same as received.

Delay Before Trigger delay : Delay before trigger entity specified in "Target".

Kill Target killtarget : Entity to remove when damage is dealt.

Damage To Apply dmg : Set how much damage to apply. Can kill the activator. Can be negative, but won't heal above 100, except when 'starthealth' is greater than that.

Master master : Name of the multisource entity that (temporary) locks this game_player_hurt. If master is specified the game_player_hurt will be disabled and it will not deal damage to player. When multisource entity is triggered/being triggering by all possible inputs, the game_player_hurt will be unlocked. When multisource lost at least one input signal, the entities becomes locked again.

Flags


  • 1 : Remove On fire : The game_player_hurt is removed from the game after being used once.

Unlike other entities, game_player_hurt sends the same output type as received, instead of 'Toggle'.