Es createentitylist

From EventScripts Community Encyclopedia


Overview

Syntax: es_createentitylist <keygroup-name> [entityname]

Note: Command parameters are described inside the < and > characters. Optional parameters are contained within [ and ] characters.

Variation of this command that doesn't expand variables: es_xcreateentitylist

Description

Creates a keygroup with a list of all entities, that are currently on the map, with info about them. It uses the entity index as the keys within that keygroup.


Parameters

  • keygroup-name - name of the keygroup to create (be sure it doesn't already exist)
  • entityname - the name of a certain entity, such as weapon_glock, if you only want to populate the keygroup with a list of that entity type.


Examples

es_createentitylist enttest

would create the following on an empty de_dust: You can get the full output here.

"enttest"
{
	"0"
	{
		"classname"		"worldspawn"
		"CWorld.baseclass.AnimTimeMustBeFirst.m_flAnimTime"		"0"
		"CWorld.baseclass.m_flSimulationTime"		"0"
		"CWorld.baseclass.m_vecOrigin"		"0.000000,0.000000,0.000000"
		"CWorld.baseclass.m_nModelIndex"		"1"
		"CWorld.baseclass.m_Collision.m_vecMins"		"0.000000,0.000000,0.000000"
		"CWorld.baseclass.m_Collision.m_vecMaxs"		"0.000000,0.000000,0.000000"
		"CWorld.baseclass.m_Collision.solid"		"1103659880"
		"CWorld.baseclass.m_Collision.solidflags"		"1103659880"
		"CWorld.baseclass.m_Collision.m_nSurroundType"		"0"
		"CWorld.baseclass.m_Collision.m_flTriggerBloat"		"0.000000"
		"CWorld.baseclass.m_Collision.m_vecSpecifiedSurroundingMins"		"0.000000,0.000000,0.000000"
		"CWorld.baseclass.m_Collision.m_vecSpecifiedSurroundingMaxs"		"0.000000,0.000000,0.000000"
		"CWorld.baseclass.m_nRenderFX"		"0"
		"CWorld.baseclass.m_nRenderMode"		"0"
		"CWorld.baseclass.m_fEffects"		"0"
		"CWorld.baseclass.m_clrRender"		"-1"
		"CWorld.baseclass.m_iTeamNum"		"0"
		"CWorld.baseclass.m_CollisionGroup"		"0"
		"CWorld.baseclass.m_flElasticity"		"1.000000"
		"CWorld.baseclass.m_flShadowCastDistance"		"0.000000"
		"CWorld.baseclass.m_hOwnerEntity"		"-1"
		"CWorld.baseclass.m_hEffectEntity"		"-1"
		"CWorld.baseclass.moveparent"		"-1"
		"CWorld.baseclass.m_iParentAttachment"		"0"
		"CWorld.baseclass.m_angRotation"		"0.000000,0.000000,0.000000"
		"CWorld.baseclass.m_iTextureFrameIndex"		"0"
		"CWorld.baseclass.predictable_id.m_PredictableID"		"0"
		"CWorld.baseclass.predictable_id.m_bIsPlayerSimulated"		"0"
		"CWorld.baseclass.m_bSimulatedEveryTick"		"0"
		"CWorld.baseclass.m_bAnimatedEveryTick"		"0"
		"CWorld.baseclass.m_bToolRecording"		"0"
		"CWorld.baseclass.m_ToolHandle"		"0"
		"CWorld.m_flWaveHeight"		"0.000000"
		"CWorld.m_WorldMins"		"-2544.000000,-2439.000000,-192.000000"
		"CWorld.m_WorldMaxs"		"2816.000000,4496.000000,636.000000"
		"CWorld.m_bStartDark"		"0"
		"CWorld.m_flMaxOccludeeArea"		"0.000000"
		"CWorld.m_flMinOccluderArea"		"0.000000"
		"CWorld.m_flMaxPropScreenSpaceWidth"		"-1.000000"
		"CWorld.m_flMinPropScreenSpaceWidth"		"0.000000"
		"CWorld.m_iszDetailSpriteMaterial"		"string"
		"CWorld.m_bColdWorld"		"1962934272"
	}
}

Edit sea212: I added a new link with the full output on fy_poolparty_v2 (with players) here because the old one doesn't work.


Notes

  • You need to call es_keygroupdelete on the keygroup created by this, or the keygroup will stay around forever.
  • The keys from the keygroup that were created with this command can be used as a indexes for es_getindexprop and es_setindexprop


See also

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