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{{wrongtitle|title=info_node_link}}
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{{CD|CAI_DynamicLink|base=CServerOnlyEntity|file1=1}}
{{this is a|point entity|name=info_node_link|except=Left 4 Dead series}} It is a manually defined, dynamic connection between two navigation nodes. This could be used to create or destroy a connection in the [[nodegraph]] because of some event in your map (a bridge being created/destroyed, etc).
__NOTOC__
==Keyvalues==
{{KV Targetname}}
{{KV|Start node ID|intn=StartNode|node_dest|The node ID of one end of the node connection.}}
{{KV|End node ID|intn=EndNode|node_dest|The node ID of one end of the node connection.}}
{{KV|Initial State|intn=initialstate|choices|Makes this connection is available 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
{{KV|Type of Connection|intn=linktype|choices|How NPCs can use this node. Not all NPCs can do all types.}}
:* 1 : Ground
:* 2 : Jump
:* 4 : Fly
:* 8 : Climb
{{KV|Allow Pass When Off|intn=AllowUse|string|Entity or class to allow passage even when node is off}}
{{KV|Invert exclusion rules|intn=InvertAllow|boolean|Allowed entity is the only entity NOT allowed when this is set to 'yes'{{bug|Non-functional. Use {{ent|info_node_link_controller}} instead if this keyvalue is needed.}}


info_node_link
==Flags==
''See: [[NPC Hull]].''
{{fl|1|Force human connect}}
{{fl|2|Force small_centered connect}}
{{fl|4|Force wide_human connect}}
{{fl|8|Force tiny connect}}
{{fl|16|Force wide_short connect}}
{{fl|32|Force medium connect}}
{{fl|64|Force tiny_centered connect}}
{{fl|128|Force large connect}}
{{fl|256|Force large_centered connect}}
{{fl|512|Force medium_tall connect}}


A dynamic connection between two navigation nodes. You specify the node IDs of the start and end nodes, and then you can use entity I/O to turn on and off the connection. This could be used to create or destroy a connection in the nodegraph because of some event in your map (a bridge being created/destroyed, etc).
==Inputs==
{{I|TurnOn|Turn the link on.}}
{{I|TurnOff|Turn the link off.}}


KEYS
==See also==
* {{ent|info_node_link_controller}} - manages ''all'' connections between nodes that intersect the controller's volume. This allows for mass enabling/disabling of all node connections.


Name targetname <target_source> The name that other entities refer to this entity by.
[[Category:AI]]
 
[[Category:Node entities]]
Start node ID StartNode <node_dest> The node ID of one end of the node connection.
 
End node ID EndNode <node_dest> The node ID of one end of the node connection.
 
Initial State initialstate <choices>
 
Allow Pass When Off AllowUse <string> Entity or class to allow passage even when node is off
 
spawnflags spawnflags <flags>
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
TurnOn Turn the link on.
 
TurnOff Turn the link off.
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Latest revision as of 11:00, 21 April 2025

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

info_node_link is a point entity available in all Source Source games except Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It is a manually defined, dynamic connection between two navigation nodes. This could be used to create or destroy a connection in the nodegraph because of some event in your map (a bridge being created/destroyed, etc).

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

Start node ID (StartNode) <node_dest>
The node ID of one end of the node connection.
End node ID (EndNode) <node_dest>
The node ID of one end of the node connection.
Initial State (initialstate) <choices>
Makes this connection is available 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
Type of Connection (linktype) <choices>
How NPCs can use this node. Not all NPCs can do all types.
  • 1 : Ground
  • 2 : Jump
  • 4 : Fly
  • 8 : Climb
Allow Pass When Off (AllowUse) <string>
Entity or class to allow passage even when node is off

{{KV|Invert exclusion rules|intn=InvertAllow|boolean|Allowed entity is the only entity NOT allowed when this is set to 'yes'

Icon-Bug.pngBug:Non-functional. Use info_node_link_controller instead if this keyvalue is needed.  [todo tested in ?]

Flags

See: NPC Hull.

Force human connect : [1]
Force small_centered connect : [2]
Force wide_human connect : [4]
Force tiny connect : [8]
Force wide_short connect : [16]
Force medium connect : [32]
Force tiny_centered connect : [64]
Force large connect : [128]
Force large_centered connect : [256]
Force medium_tall connect : [512]

Inputs

TurnOn
Turn the link on.
TurnOff
Turn the link off.

See also

  • info_node_link_controller - manages all connections between nodes that intersect the controller's volume. This allows for mass enabling/disabling of all node connections.