Alternative servers included xrdp and VRDP (VirtualBox). An RDP server is built-in to many editions of Windows. Xfreerdp is an X11 Remote Desktop Protocol (RDP) client which is part of the FreeRDP project. Connect to a FreeRDP server ignoring any certificate checks: xfreerdp /v: ip_address /u: username /p: password /cert:ignore.Connect to a FreeRDP server with clipboard redirection: xfreerdp /v: ip_address /u: username /p: password +clipboard.Connect to a FreeRDP server with dynamic resolution: xfreerdp /v: ip_address /u: username /p: password /dynamic-resolution.Connect to a FreeRDP server and activate audio output redirection using sys:alsa device: xfreerdp /u: username /p: password /v: ip_address /sound: sys:alsa.Connect to a FreeRDP server: xfreerdp /u: username /p: password /v: ip_address.String quotation may be needed when fired via console. RunScriptCode (in all games since ) Execute a string of VScript source code in the scope of the entity receiving the input. The script contents are merged with the script scope of the receiving entity. RunScriptFile (in all games since ) Execute a VScript file from disk, without file extension. DispatchEffect ( removed since ) !FGD Dispatches a special effect from the entity's origin see also List of Client Effects. DispatchResponse !FGD Dispatches a response to the entity. Use !FGD Same as a player invoking +use no effect in most cases. The entity retains its position relative to the attachment at the time of the input being received. SetParentAttachmentMaintainOffset As above, but without teleporting. Entities must be parented before being sent this input. ![]() The entity will teleport so that the position of its root bone matches that of the attachment. SetParentAttachment Change this entity to attach to a specific attachment point on its parent. The name should match the key of an existing context. RemoveContext Remove a context from this entity's list. KillHierarchy Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Killinput. ![]() Kill Removes this entity and any entities parented to it from the world. FireUser1 to FireUser4 Fires the respective OnUseroutputs see User Inputs and Outputs. ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently. // Raw text : "OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1" ClearContext Removes all contexts from this entity's list. Format of changing KeyValues : "AddOutput " //// Raw text : "OnUser1" "!self,AddOutput,targetname new_name" // Format of adding an Output : "AddOutput " //// Raw text : "OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1" // Arguments can be left blank, but the empty blank should still be contained. Should be used very sparingly! Is Automatic-Aim Target (is_autoaim_target) (in all games since ) !FGD If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.īaseFilter: TestActivator Tests the entity that called the input (the !activator) against the filter, and fires either the OnPass or OnFail output. Lag Compensation (LagCompensate) (in all games since ) !FGD Set to Yes to lag compensate this entity. Avoid expensive operations in this function, as it may cause performance problems. Thinker function (thinkfunction) (in all games since ) Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Entity Scripts (vscripts) (in all games since ) Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. Effects (effects) !FGD Combination of effect flags to use. Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds! Flags (spawnflags) !FGD Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
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