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{{wrongtitle|title=info_node_link_controller}}
{{LanguageBar}}
==Entity Description==
{{CD|CAI_DynamicLinkController|base=CServerOnlyEntity|file1=1}}
An entity that controls all connections between nodes that intersect the controller's volume. This allows for mass enabling/disabling of all node connections through a volume.
{{this is a|point entity|name=info_node_link_controller|except=Left 4 Dead series}} It controls all connections between [[nodegraph|navigation nodes]] that intersect a certain volume. This allows for mass enabling/disabling of node connections.


==Keyvalues==
==Keyvalues==
* {{kv targetname}}
{{KV Targetname}}
* '''mins'''
{{KV|Mins|intn=mins|vector|Coordinates relative to the entity defining one point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.}}
: <vector> Mins
{{KV|Maxs|intn=maxs|vector|Coordinates relative to the entity defining the second point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.}}
* '''maxs'''
{{KV|Initial State|intn=initialstate|choices|State of the node links the moment the map loads. If there is something blocking the NPC's path while this is on, the NPC may appear to walk straight into that object/hole.}}
: <vector> Maxs
:* 0 : Off
* '''initialstate'''
:* 1 : On
: {{boolean}}
{{KV|Use Larger Radius (for air links)|intn=useairlinkradius|boolean|Set this to 'Yes' if this controller is intended to control air links. Air links connect using a larger search radius so leaving this at 'No' might miss some air links.}}
* '''AllowUse'''
{{KV|Allow Pass When Off|intn=AllowUse|string|Entity or class to allow passage even when node is off.}}
: <target_name_or_class> Entity or class to allow passage even when node is off
{{KV|Invert exclusion rules|intn=InvertAllow|boolean|Makes target(s) defined in '''Allow Pass When Off''' the only targets NOT allowed to pass when off.}}


==Inputs==
==Inputs==
{{I|TurnOn|Turn links on.}}
{{I|TurnOff|Turn links off.}}
{{I|SetAllowed|Change '''Allow Pass When Off'''.|param=string}}
{{I|SetInvert|Change '''Invert exclusion rules'''.|param=integer}}


* {{i targetname}}
==See also==
 
* {{ent|info_node_link}} - allows dynamic enabling/disabling of individual [[nodegraph]] connections.
* '''TurnOn'''
: Turn the link on.
 
* '''TurnOff'''
: Turn the link off.
 
==Outputs==
* {{o targetname}}


[[Category:AI]]
[[Category:AI]]
[[Category:Entities]]
[[Category:Node entities]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Latest revision as of 11:00, 21 April 2025

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C++ Class hierarchy
CAI_DynamicLinkController
CServerOnlyEntity
CBaseEntity
C++ ai_dynamiclink.cpp

info_node_link_controller is a point entity available in all Source Source games except Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It controls all connections between navigation nodes that intersect a certain volume. This allows for mass enabling/disabling of node connections.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Mins (mins) <vector>
Coordinates relative to the entity defining one point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.
Maxs (maxs) <vector>
Coordinates relative to the entity defining the second point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.
Initial State (initialstate) <choices>
State of the node links the moment the map loads. If there is something blocking the NPC's path while this is on, the NPC may appear to walk straight into that object/hole.
  • 0 : Off
  • 1 : On
Use Larger Radius (for air links) (useairlinkradius) <boolean>
Set this to 'Yes' if this controller is intended to control air links. Air links connect using a larger search radius so leaving this at 'No' might miss some air links.
Allow Pass When Off (AllowUse) <string>
Entity or class to allow passage even when node is off.
Invert exclusion rules (InvertAllow) <boolean>
Makes target(s) defined in Allow Pass When Off the only targets NOT allowed to pass when off.

Inputs

TurnOn
Turn links on.
TurnOff
Turn links off.
SetAllowed <stringRedirectInput/string>
Change Allow Pass When Off.
SetInvert <integerRedirectInput/integer>
Change Invert exclusion rules.

See also