comp_numeric_transition

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comp_numeric_transition is a internal point entity available in TeamSpen's Hammer Addons. It is also available in Portal 2: Community EditionPortal 2: Community Edition. It changes a keyvalue or input over time with various options, when triggered.

KeyValues

Start Disabled <choices>
  • 0: No
  • 0: Yes
Entity to Control <targetname>
The entity to which the outputs will be directed to.
Keyvalue/Input Name <string>
The name of the keyvalue or input to change. If the target is not an entity findable by the postcompiler, IO Type must be set.
I/O Type <choices>
The method used to control an entity. If Input, use the input name provided. If KeyValue, use the AddOutput to change the keyvalue. If Auto, examine the entity class that is being controlled to determine the appropriate mode.
  • auto: Automatic
  • io: Input
  • kv: KeyValue (AddOutput)
Value Type <choices>
The behaviour of the input, used to control what actual values are sent. Regardless of this value, the other options are 'position'-type values!
  • set: Instantly Set
  • moveto: Move to value
  • speed: Adjust Speed
  • light: Light Pattern
Beat Interval <float>
Time between each output. Smaller values are more accurate but increase the outputs generated.
Start Delay <float>
Wait this amount of time after being triggered before animating.
Duration <float>
Time the change will take.
Start Value <float>
Starting value. If the Value Type is Light Pattern, these may be a-z letters.
Ending Value <float>
Ending value. If the Value Type is Light Pattern, these may be a-z letters.
Easing Start <choices>
Controls how the animation begins.
  • linear: None
  • quad: Quadratic (x^2)
  • cubic: Cubic (x^3)
  • quartic: Quartic (x^4)
  • sine: Sinusoidal
Easing End <choices>
Controls how the animation ends.
  • linear: None
  • quad: Quadratic (x^2)
  • cubic: Cubic (x^3)
  • quartic: Quartic (x^4)
  • sine: Sinusoidal

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

  •  [1] : Only trigger once
  •  [2] : Allow fast retrigger

Inputs

Enable
Allows the relay to fire the OnTrigger outputs after being disabled.
Disable
Prevents the relay from firing OnTrigger outputs in response to Trigger inputs.
Trigger
Trigger the relay, causing its OnTrigger output to fire if it is enabled.
Toggle
Toggle the relay between enabled and disabled.
CancelPending
Cancel any events fired by this relay that are currently pending in the I/O event queue.
EnableRefire  !FGD
Automatically fired on a relay after any delayed outputs finish firing, allowing it to fire again.
TriggerWithParameter <string> (only in <Mapbase>Portal 2: Community Edition)
Triggers the relay with a parameter, causing its OnTriggerParameter output to fire if it is enabled.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png 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 OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
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.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

Outputs

OnSpawn
Fired when the relay is spawned. If the relay is set to only trigger once, it will delete itself after firing this output.
OnTrigger
Fired when the relay is triggered. If the relay is set to only trigger once, it will delete itself after firing this output.
OnTriggerParameter <string> (only in <Mapbase>Portal 2: Community Edition)
Fired when the relay is triggered with a parameter. If the relay is set to only trigger once, it will delete itself after firing this output.

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

See Also