Info hlvr toner path: Difference between revisions
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{{Source2 point multi|info_hlvr_toner_path|game1 = Half-Life: Alyx}} | |||
==Entity description== | ==Entity description== | ||
The info_hlvr_toner_path is the logical portion of a toner puzzle | The info_hlvr_toner_path is the logical portion of a toner puzzle. It is used to define the [[info_hlvr_toner_path_node]] that make up a segment of glowing wire as well as the starting and ending entities power is routed through. It fires [[output]]s when powered or unpowered. Power is supplied via an [[info_hlvr_toner_port]] or an [[info_hlvr_toner_junction]] | ||
== Properties == | == Properties == |
Revision as of 02:20, 26 May 2020
Entity description
The info_hlvr_toner_path is the logical portion of a toner puzzle. It is used to define the info_hlvr_toner_path_node that make up a segment of glowing wire as well as the starting and ending entities power is routed through. It fires outputs when powered or unpowered. Power is supplied via an info_hlvr_toner_port or an info_hlvr_toner_junction
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.
- 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)
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