Info hlvr toner path

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Revision as of 02:20, 26 May 2020 by KalimandoEnd (talk | contribs)
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Template:Source2 point multi


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.


Name ([todo internal name (i)]) <string>
The name that other entities refer to this entity by.


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)


End ([todo internal name (i)]) <string>
Name of the junction at the end of this path, if any


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