point_anglesensor
From Valve Developer Community
This is a point entity available in all Source games.
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, defined in pointanglesensor.cpp.
Keyvalues
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
EnableDisable:
- Start Disabled
<bool> - Stay dormant until activated (probably with the Enable input).
- 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
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Parentname:
-
SetParent <targetname> - Move with this entity. See Entity Hierarchy (parenting).
-
SetParentAttachment <string> - Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
-
SetParentAttachmentMaintainOffset <string> - As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
-
ClearParent - Removes this entity from its current movement hierarchy.
EnableDisable:
-
Enable -
Disable - Enable/disable this entity from performing its task. It might also disappear from view.
- 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
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- 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> (New with Orange Box)
- Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance.
