Point angularvelocitysensor

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's angular velocity meets or exceeds a threshold value.

In code it is represented by class CPointAngularVelocitySensor (http://doxygen.page.needed/class_c_point_angular_velocity_sensor.html), defined in PointAngularVelocitySensor.cpp (http://doxygen.page.needed/_point_angular_velocity_sensor_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.
  • target
<target_destination> Name of the entity whose angular velocity will be sensed.
  • threshold
<float> The threshold angular velocity to compare against, in degrees per second.
  • axis [Episode One Update]
<vecline> Axis
  • usehelper [Episode One Update]
<boolean> Use axis helper to determine rotation values (clockwise/counter-clockwise).

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.
  • Test
Checks to see whether the Target Entity's angular velocity meets or exceeds the Threshold Velocity, firing either the OnGreaterThanOrEqualTo or OnLessThan output based on the result.
  • TestWithInterval [Episode Two Update]
Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity. Once the Fire Interval expires, fires the appropriate test result output if the result is stable throughout the Fire Interval.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • AngularVelocity <float>
Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity.
  • OnGreaterThanOrEqualTo
Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity.
  • OnLessThan
Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity.
  • OnLessThanOrEqualTo
Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity.
  • OnEqualTo
Fired when the Target Entity reaches the threshold angular velocity from a different velocity.