Point anglesensor

From Valve Developer Community

This point-based entity is available in all Source games.

Table of contents

Entity Description

An entity that detects whether another entity points in a given direction for a period of time.

In code it is represented by class CPointAngleSensor (http://doxygen.page.needed/class_c_point_angle_sensor.html), defined in pointanglesensor.cpp (http://doxygen.page.needed/pointanglesensor_8cpp-source.html).

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
  • StartDisabled
<boolean>
  • target
<target_destination> Name of the entity whose angles will be sensed.
  • lookatname
<target_destination> The entity we want to check to see if the Target Entity is looking at.
  • duration
<float> The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds.
  • tolerance
<integer> The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity.

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
  • Enable
Enable this entity.
  • Disable
Disable this entity.
  • Toggle
Toggle the sensor between enabled and disabled.
  • Test
Check to see if the Target Entity is facing the Look At Entity within the specified tolerance, firing either the OnFacingLookat or OnNotFacingLookat output based on the result.
  • SetTargetEntity <target_destination>
Entity I should sense

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • TargetDir <vector>
Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter.
  • OnFacingLookat
Fired when the Target Entity points at the Look At Entity for more than the specified Duration, or in response to a Test input.
  • OnNotFacingLookat
Fires in response to a Test input when the Target Entity is not pointing at the Look At Entity.
  • FacingPercentage <float> [Episode Two Update]
Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance.