point_angularvelocitysensor

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This is a point entity available in all Source games.

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, defined in PointAngularVelocitySensor.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • 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
<vecline> Axis
  • usehelper
<boolean> Use axis helper to determine rotation values (clockwise/counter-clockwise).

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.
  • 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 (New with Orange Box)
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

  • 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.
  • 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.
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