info_hlvr_toner_juntion
		
		
		
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info_hlvr_toner_juntion  is a   point entity  available in 
 Half-Life: Alyx.
- The 
{{{engine}}}parameter is inconsistent with the name defined by the {{source2}} template. This can most likely be fixed by setting the value of the{{{engine}}}parameter toSource 2.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page. 
Entity description
The info_hlvr_toner_junction is the interactive portion of a toner puzzle, used to create a rotating switch that re-routes electricity. It can take up to four info_hlvr_toner_path inputs and has a variety of shapes to choose from.
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.
 
- Misc Entity Scripts ([todo internal name (i)]) <string>
 - Name(s) of script files that are executed after all entities have spawned.
 
- Topology ([todo internal name (i)]) <choices>
 - 
- 0: I Junction
 - 1: L Junction
 - 2: T Junction
 - 3: LL Junction
 - 4: Static T Junction
 - 5: Static + Junction
 
 
- Orientation ([todo internal name (i)]) <choices>
 - 
- 0: 0 Degrees
 - 1: 90 Degrees
 - 2: 180 Degrees
 - 3: 270 Degrees
 
 
- Inset Distance ([todo internal name (i)]) <float>
 - How far the path is inset from this junction's position. Default (-1) is 8 units. The offset will be displayed visually in the editor.
 
- Connected Path Entity 0 (Right) ([todo internal name (i)]) <string>
 - Name of the path (not node) entity connected to port 0 (Right)
 
- Connected Path Entity 1 (Top) ([todo internal name (i)]) <string>
 - Name of the path (not node) entity connected to port 1 (Top)
 
- Connected Path Entity 2 (Left) ([todo internal name (i)]) <string>
 - Name of the path (not node) entity connected to port 2 (Left)
 
- Connected Path Entity 3 (Bottom) ([todo internal name (i)]) <string>
 - Name of the path (not node) entity connected to port 3 (Bottom)
 
Outputs
- 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
 
Inputs
AlyxTargetName:
- RunScriptFile
 - Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
 
- RunScriptCode
 - Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
 
- CallScriptFunction
 - Execute a VScript function in the scope of the receiving entity.
 
- CallPrivateScriptFunction
 - Execute a VScript function from this entity's private script scope
 
- CallGlobalScriptFunction
 - Execute a VScript function from the global script scope
 
- Kill
 - Removes this entity from the world.
 
- KillHierarchy
 - Removes this entity and its children from the world. 
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill. 
- AddOutput <string>
 - Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> 
- FireUser1 to FireUser4
 - Fire the 
OnUseroutputs; see User Inputs and Outputs.