math_counter
		
		
		
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| CMathCounter | 

math_counter  is a   point entity  available in all 
 Source games. It stores and manipulates a numerical value. It can trigger on reaching user-defined maximum or minimum values, or output its value every time it changes. It also has the ability to perform simple mathematical functions. When the math_counter is disabled, it will become read-only until re-enabled.
Keyvalues
- 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 
- Initial Value (startvalue) <float>
 - Starting value for the counter. If min or max are set, the starting value is clamped.
 
Bug:When the entity is spawned, this value is converted to an integer and will be rounded off. 
Workaround:Set the initial value at run-time using the entity's SetValueinput. For example, from a logic_relay using itsOnSpawnoutput.
- Minimum Legal Value (min) <float>
 - Minimum legal value for the counter. If min=0 and max=0, no clamping is performed.
 
- Maximum Legal Value (max) <float>
 - Maximum legal value for the counter. If min=0 and max=0, no clamping is performed.
 
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
Inputs
- Add <float>
 - Add an amount to the counter and fire the 
OutValueoutput with the result. 
- Divide <float>
 - Divide the counter by an amount and fire the 
OutValueoutput with the result. 
- Multiply <float>
 - Multiply the counter by an amount and fire the 
OutValueoutput with the result. 
- SetValue <float>
 - Set the counter to a new value and fire the 
OutValueoutput with the result. 
- SetValueNoFire <float>
 - Set the counter to a new value without firing any outputs.
 
- Subtract <float>
 - Subtract an amount from the counter and fire the 
OutValueoutput with the result. 
- SetHitMax <float>
 - Set the upper bound of the counter and fire the 
OutValueoutput with the current value. 
- SetHitMin <float>
 - Set the lower bound of the counter and fire the 
OutValueoutput with the current value. 
- GetValue
 - Causes the counter to fire its 
OnGetValueoutput with the current value of the counter. Used for polling the counter when you don't want constant updates from theOutValueoutput. 
- SetMaxValueNoFire  <float> (in all games since 
) - Set the counter to the MaxValue without firing any outputs.
 
- SetMinValueNoFire  <float> (in all games since 
) - Set the counter to the MinValue without firing any outputs.
 
EnableDisable:
- Enable / Disable
 - Enable/disable this entity from performing its task. It might also disappear from view.
 
Outputs
- OutValue
 
<float>
- !activator = activator of the input that changes the value
!caller = same as !self
Fired when the counter value changes.
If the Target Input's parameters is left empty, the math_counter's value is used.
Tip:Useful for entities such as: logic_case,math_remap,logic_compare. 
- OnHitMin
 - Fired when the counter value meets or goes below the min value. The counter must go back above the min value before the output will fire again.
 
- OnHitMax
 - Fired when the counter value meets or exceeds the max value. The counter must go below the max value before the output will fire again.
 
- OnGetValue
 
<float>
- !activator = activator of GetValue input
!caller = caller of GetValue input
Fired in response to theGetValueinput; used when you don't want constant updates from theOutValueoutput.
If the Target Input's parameters is left empty, the math_counter's value is used.
Tip:Useful for entities such as: logic_case,math_remap,logic_compare. 
- OnChangedFromMin   (in all games since 
) - Fired when the counter value changes from the minimum value.
 
- OnChangedFromMax   (in all games since 
) - Fired when the counter value changes from the max value.