Info hlvr toner path: Difference between revisions

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== 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>
: The name that other entities refer to this entity by.


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


;<code>First Path Node <[[string]]> </code>
{{KV|Misc Entity Scripts|string|Name(s) of script files that are executed after all entities have spawned.}}
: Name of the first [[info_toner_path_node]] in the path


;<code>Start <[[string]]> </code>
{{KV|First Path Node|string|Name of the first [[info_toner_path_node]] in the path}}
: Name of the entity at the start of this path (port or junction)
 
{{KV|Start|string|Name of the entity at the start of this path (port or junction)}}
 
{{KV|End|string|Name of the junction at the end of this path, if any}}


;<code>End <[[string]]> </code>
: Name of the junction at the end of this path, if any


== Outputs ==
== Outputs ==

Revision as of 02:04, 26 May 2020

The info_hlvr_toner_path is an invisible entity which is used to connect and define the toner puzzles in HL:A based mods.

Entity description

The info_hlvr_toner_path is the logical portion of a toner puzzle, used to define the nodes used to make up a path as well as the starting and ending entities. It fires outputs when powered or unpowered.

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.


First Path Node ([todo internal name (i)]) <string>
Name of the first info_toner_path_node in the path


Start ([todo internal name (i)]) <string>
Name of the entity at the start of this path (port or junction)


End ([todo internal name (i)]) <string>
Name of the junction at the end of this path, if any


Outputs

OnPowerOn
Fire when the path is electrified.
OnPowerOff
Fire when the path is de-electrified.
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