Point anglesensor: Difference between revisions

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m (Used KV/I/O BaseEntity templates. Template:in code -> Template:code class.)
(-internal names better formatting, remove less relevant kio)
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== KeyValues ==
== KeyValues ==
{{KV|Target Entity Name|target_destination|Name of the entity whose angles will be sensed.}}
{{KV|Target Entity Name|intn=target|target_destination|Name of the entity whose angles will be sensed.}}
{{KV|Look At Entity|target_destination|The entity we want to check to see if the Target Entity is looking at.}}
{{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|float|The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds.}}
{{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|integer|The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity.}}
{{KV|Tolerance|intn=tolernace|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}}
{{KV BaseEntity}}
{{KV Targetname}}


== Flags ==
== Flags ==
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{{IO|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.}}
{{IO|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}}
{{I BaseEntity}}


== Outputs ==
== Outputs ==
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{{IO|OnNotFacingLookat|Fires in response to a <code>Test</code> input when the Target Entity is not pointing at the Look At Entity.}}
{{IO|OnNotFacingLookat|Fires in response to a <code>Test</code> input when the Target Entity is not pointing at the Look At Entity.}}
{{IO|FacingPercentage|Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance.|param=float}}
{{IO|FacingPercentage|Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance.|param=float}}
{{O BaseEntity|l4d=1}}


== See Also ==
== See Also ==
[https://www.youtube.com/watch?v=vNhKk1gosCI?t=139: Youtube video about the Point_AngleSensor]
* [https://www.youtube.com/watch?v=vNhKk1gosCI?t=139: Youtube video about the Point_AngleSensor]

Revision as of 06:02, 7 October 2022

Template:Base point It detects whether another entity points in a given direction for a period of time.

C++ In code, it is represented by theCPointAngleSensorclass, defined in thepointanglesensor.cppfile.

KeyValues

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 (tolernace) <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 theEnableinput).
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

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 or OnNotFacingLookat output based on the result.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

TargetDir <vectorRedirectInput/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 <floatRedirectInput/float>
Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance.

See Also