Game ui: Difference between revisions

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*'''PressedAttack2'''  
*'''PressedAttack2'''  
:Fired whenever the player presses the secondary attack key.
:Fired whenever the player presses the secondary attack key.
*'''XAxis''' <string>
*'''XAxis''' <float>
:An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has moveleft key down, 1 when the player has moveright key down, and 0 if neither.
:An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has moveleft key down, 1 when the player has moveright key down, and 0 if neither.
*'''YAxis''' <string>  
*'''YAxis''' <float>  
:An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has backward key down, 1 when the player has forward key down, and 0 if neither.
:An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has backward key down, 1 when the player has forward key down, and 0 if neither.
*'''AttackAxis''' <string>  
*'''AttackAxis''' <float>  
:An output that fires whenever the state of the player's attack key changes. i.e. 1 when the player has the attack key down, 0 otherwise.
:An output that fires whenever the state of the player's attack key changes. i.e. 1 when the player has the attack key down, 0 otherwise.
*'''Attack2Axis''' <string>  
*'''Attack2Axis''' <float>  
:An output that fires whenever the state of the player's secondary attack key changes. i.e. 1 when the player has the secondary attack key down, 0 otherwise.
:An output that fires whenever the state of the player's secondary attack key changes. i.e. 1 when the player has the secondary attack key down, 0 otherwise.


[[Category:Entities]]
[[Category:Entities]]

Revision as of 20:41, 3 October 2005

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Entity Description

An entity used to override player input when the player is looking at it.

Keyvalues

<float> The amount of tolerance in the view checking when determining whether the player's input is still under control. 1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions. If the player isn't within the tolerance, the player regains control.

Flags

  • 32 : Freeze Player
  • 64 : Hide Weapon
  • 128 : +Use Deactivates
  • 256 : Jump Deactivates

Inputs

Return Player Control.
  • Activate
Take Player Control.

Outputs=

Fired whenever this entity starts controlling the player's input.
  • PlayerOff
Fired whenever this entity stops controlling the player's input.
  • PressedMoveLeft
Fired whenever the player presses the moveleft key.
  • PressedMoveRight
Fired whenever the player presses the moveright key.
  • PressedForward
Fired whenever the player presses the forward key.
  • PressedBack
Fired whenever the player presses the backward key.
  • PressedAttack
Fired whenever the player presses the attack key.
  • PressedAttack2
Fired whenever the player presses the secondary attack key.
  • XAxis <float>
An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has moveleft key down, 1 when the player has moveright key down, and 0 if neither.
  • YAxis <float>
An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has backward key down, 1 when the player has forward key down, and 0 if neither.
  • AttackAxis <float>
An output that fires whenever the state of the player's attack key changes. i.e. 1 when the player has the attack key down, 0 otherwise.
  • Attack2Axis <float>
An output that fires whenever the state of the player's secondary attack key changes. i.e. 1 when the player has the secondary attack key down, 0 otherwise.