Info hlvr toner path node: Difference between revisions

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The '''info_hlvr_toner_path_node''' is an invisible entity which is used to create the visual electric lines traced with the multi-tool.
{{Source2 point multi|info_hlvr_toner_path_node|game1 = Half-Life: Alyx}}
 


==Entity description==
==Entity description==
The info_hlvr_toner_path_node is the visual portion of a toner puzzle, used to create a path which can be traced with the multi-tool.  
The '''info_hlvr_toner_path_node''' is the visual portion of a toner puzzle, used to create a path which can be traced with the multi-tool. It changes color depending on the state of its parent [[info_hlvr_toner_path]].
 


== Properties ==
== Properties ==
;<code>Transform</code>
{{KV Source 2 Transform}}
* origin <[[float]] X> <[[float]] Y> <[[float]] Z>
:: location in the world
* angles <[[float]] X> <[[float]] Y> <[[float]] Z>
:: rotation in the world
* scales <[[float]] X(default 1)> <[[float]] Y(default 1)> <[[float]] Z(default 1)>
:: scale in the world
* Transform Locked <[[boolean]] (default 0)>
:: Lock the transform at its current value, preventing the transform of the node from being modified.
* Force Hidden <[[boolean]] (default 0)>
:: Visually hide the entity from the viewports. The Outliner pane will still list hidden entities.
* Editor Only <[[boolean]] (default 0)>
:: Entity is only displayed in Hammer and will not appear in game.


;<code>Name <[[string]]> </code>
{{KV|Name|string|The name that other entities refer to this entity by.}}
: The name that other entities refer to this entity by.


;<code>Misc </code>
{{KV|Misc Entity Scripts|string|Name(s) of script files that are executed after all entities have spawned.}}
* Entity Scripts <[[string]]>
:: Name(s) of script files that are executed after all entities have spawned.


;<code>Next toner node <[[string]]> </code>
{{KV|Next toner node|string|Refers to another info_toner_path_node that the current entity will lead to. Will autofill on shift+drag duplication.}}
: Refers to another info_toner_path_node that the current entity will lead to. Will autofill on shift+drag duplication.  


;<code>Spline node <[[boolean]] (default 0)> </code>
{{KV|Spline node|boolean|Is the path for this node a spline instead of a straight line to the next node. (default 0)}}
: Is the path for this node a spline instead of a straight line to the next node.


;<code>Inset Distance <[[string]]> </code>
{{KV|Inset Distance|float|How far the path is inset from this node's position. Default (-1) is 8 units. The offset will be displayed visually in the editor for authoring.}}
: How far the path is inset from this node's position. Default (-1) is 8 units. The offset will be displayed visually in the editor for authoring.


== Outputs ==
== Outputs ==

Revision as of 02:16, 26 May 2020

Template:Source2 point multi


Entity description

The info_hlvr_toner_path_node is the visual portion of a toner puzzle, used to create a path which can be traced with the multi-tool. It changes color depending on the state of its parent info_hlvr_toner_path.


Properties

Source 2 Transform:

Origin (origin) <coordinates>
The world space origin of the entity.
Angles (angles) <angles>
The pitch, yaw, roll orientation of the entity.
Scale (scales) <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked (transformLocked) <boolean>
Lock the transform at its current value, preventing the transform of the node from being modified. Only applies within Hammer.
Force Hidden (force_hidden) <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only (editorOnly) <boolean>
Entity is only displayed in Hammer and will not appear in game.


Name ([todo internal name (i)]) <string>
The name that other entities refer to this entity by.


Misc Entity Scripts ([todo internal name (i)]) <string>
Name(s) of script files that are executed after all entities have spawned.


Next toner node ([todo internal name (i)]) <string>
Refers to another info_toner_path_node that the current entity will lead to. Will autofill on shift+drag duplication.


Spline node ([todo internal name (i)]) <boolean>
Is the path for this node a spline instead of a straight line to the next node. (default 0)


Inset Distance ([todo internal name (i)]) <float>
How far the path is inset from this node's position. Default (-1) is 8 units. The offset will be displayed visually in the editor for authoring.

Outputs

OnKilled
Fire when the entity is killed and removed from the game.
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