Point angularvelocitysensor

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Entity Description

An entity that detects whether another entity's angular velocity meets or exceeds a threshold value.

Template:In code

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • target
<target_destination> Name of the entity whose angular velocity will be sensed.
  • threshold
<float> The threshold angular velocity to compare against, in degrees per second.
  • axis (in all games since Half-Life 2: Episode One)
<vecline> Axis
  • usehelper (in all games since Half-Life 2: Episode One)
<boolean> Use axis helper to determine rotation values (clockwise/counter-clockwise).

Inputs

  • Test
Checks to see whether the Target Entity's angular velocity meets or exceeds the Threshold Velocity, firing either the OnGreaterThanOrEqualTo or OnLessThan output based on the result.
Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity. Once the Fire Interval expires, fires the appropriate test result output if the result is stable throughout the Fire Interval.

Outputs

  • AngularVelocity <float>
Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity.
  • OnGreaterThanOrEqualTo
Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity.
  • OnLessThan
Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity.
  • OnLessThanOrEqualTo
Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity.
  • OnEqualTo
Fired when the Target Entity reaches the threshold angular velocity from a different velocity.