Point anglesensor: Difference between revisions
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{{ | {{CD|CPointAngleSensor|file1=pointanglesensor.cpp}} | ||
{{this is a|point entity|name=point_anglesensor}} | |||
It detects whether another entity points in a given direction for a period of time. | |||
== KeyValues == | |||
== | |||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV | {{KV|Target Entity Name|intn=target|target_destination|Name of the entity whose angles will be sensed.}} | ||
{{KV|Look At Entity|intn=lookatname|target_destination|The entity we want to check to see if the Target Entity is looking at.}} | |||
{{KV|Duration|intn=duration|float|The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds.}} | |||
{{KV|Tolerance|intn=tolerance|integer|The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity.}} | |||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
== Flags == | == Flags == | ||
{{fl|1|Use target entity's angles (NOT position)}} | |||
== Inputs == | == Inputs == | ||
{{ | {{I|Toggle|Toggle the sensor between enabled and disabled.}} | ||
{{ | {{I|Test|Check to see if the Target Entity is facing the Look At Entity within the specified tolerance, firing either the <code>OnFacingLookat</code> or <code>OnNotFacingLookat</code> output based on the result.}} | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
== Outputs == | == Outputs == | ||
{{ | {{O|TargetDir|Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter. | ||
{{ | :{{seealso|[[Special:WhatLinksHere/RedirectInput/Vector|See entities that have an input of Vector type]]}}|param=vector}} | ||
{{ | {{O|OnFacingLookat|Fired when the Target Entity points at the Look At Entity for more than the specified Duration, or in response to a <code>Test</code> input.}} | ||
{{ | {{O|OnNotFacingLookat|Fires in response to a <code>Test</code> input when the Target Entity is not pointing at the Look At Entity.}} | ||
{{O|FacingPercentage|Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance.|param=float}} | |||
== See also == | |||
* [https://www.youtube.com/watch?v=vNhKk1gosCI?t=139: Youtube video about the Point_AngleSensor] |
Latest revision as of 14:12, 7 May 2025
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CPointAngleSensor |
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point_anglesensor
is a point entity available in all Source games.
It detects whether another entity points in a given direction for a period of time.
KeyValues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Target Entity Name (target) <targetname>
- Name of the entity whose angles will be sensed.
- Look At Entity (lookatname) <targetname>
- The entity we want to check to see if the Target Entity is looking at.
- Duration (duration) <float>
- The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds.
- Tolerance (tolerance) <integer>
- The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Flags
- Use target entity's angles (NOT position) : [1]
Inputs
- 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
orOnNotFacingLookat
output based on the result.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- 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 >
- Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance.