logic_measure_movement

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This is a point entity available in all Source games.

Contents

Entity Description

An entity that can measure the movement of an entity relative to another entity and apply that movement to a third entity.

Note: Useful for simulating motion outside of the hierarchy system.
Warning: Does not properly update collision physics on the object being moved.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • MeasureTarget
<target_destination> Entity whose movement you want to measure.
  • MeasureReference
<target_destination> The movement of Entity to Measure will be measured relative to this entity.
  • Target
<target_destination> This entity will be moved to mimic the motions of Entity to Measure.
  • TargetReference
<target_destination> The Entity to Move will move relative to this entity.
  • TargetScale
<float> A scale to divide the measured movements by, before applying those movements to the Entity to Move.
  • MeasureType
<choices> What to measure.
Literal Value Description
0 Position (origin)
1 Eye position (angles)

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • SetMeasureTarget <target_destination>
Set the Entity to Measure, whose movement should be measured.
  • SetMeasureReference <target_destination>
Set the Measure Reference entity.
  • Target <target_destination>
Set the Entity to Move, which will be moved to mimic the measured entity.
  • SetTargetReference <target_destination>
Set the Movement Reference entity.
  • SetTargetScale <float>
Set the scale to divide the measured movements by.
  • Enable
Enable the logic_measure_movement.
  • Disable
Disable the logic_measure_movement.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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