point_anglesensor

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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>
FireUser1 to FireUser4
Fire the OnUser outputs; 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:

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.
  • 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.
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