Info radial link controller: Difference between revisions
		
		
		
		
		
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		 In code, it is represented by the
	 In code, it is represented by the
 
		
	
|  (Expanded on the practical usage of the entity a bit.) | m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) | ||
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| {{ | {{this is a|e0|name=info_radial_link_controller}} | ||
| {{code class|CAI_RadialLinkController|ai_dynamiclink.cpp}} | {{code class|CAI_RadialLinkController|ai_dynamiclink.cpp}} | ||
Revision as of 13:37, 4 January 2024
info_radial_link_controller  is an   e0  available in all  Source games.
 Source games.
 In code, it is represented by the
	 In code, it is represented by theCAI_RadialLinkControllerclass, defined in theai_dynamiclink.cppfile.
Entity description

It automatically severs node connections that pass through its radius. If it moves, it will restore those connections.
It is useful when parented to large movable objects (physical props like cars), as it will make the AI circumvent the parent object rather than bump into it cluelessly. Its radius should therefore be set to correspond with the parent object's dimensions.
For example, this setup was used in Half-Life 2: Episode One (where the entity was first added), parented to various cars in the Lowlife chapter.
Keyvalues
- Radius (Use Helper!) ([todo internal name (i)]) <float>
- Range at which node connections will be affected.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Inputs
Parentname:
- SetParent <string>
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string>
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
