info_node_climb

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info_node_climb is a point entity available in all Source games.

Entity description

A nodegraph and hint node entity, used only by Climbing NPCs.

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with 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 <string> (New with 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:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

HintNode:

Hint <choices>
Hint type
  • 0 : None
  • 2 : World: Window
  • 12 : World: Act Busy Hint
  • 13 : World: Visually Interesting
  • 14 : World: Visually Interesting (Don't aim at)
  • 15 : World: Inhibit Combine Mines within 15 feet
  • 16 : World: Visually Interesting (Stealth mode)
  • 100 : Crouch Cover Medium
  • 101 : Crouch Cover Low
  • 102 : Waste Scanner Spawn
  • 103 : Entrance / Exit Pinch
  • 105 : Enemy Disadvantage Point
  • 106 : Health Kit
  • 400 : Antlion: Burrow Point
  • 401 : Antlion: Thumper Flee Point
  • 450 : Headcrab: Burrow Point
  • 451 : Headcrab: Exit Pod Point
  • 500 : Roller: Patrol Point
  • 501 : Roller: Cleanup Spot
  • 700 : Crow: Fly to point
  • 701 : Crow: Perch point
  • 900 : Follower: Wait point
  • 901 : Override jump permission
  • 902 : Player squad transition point
  • 903 : NPC exit point
  • 904 : Strider node
  • 950 : Player Ally: Push away destination
  • 951 : PLayer Ally: Fear withdrawal destination
  • 1000 : HL1 World: Machinery
  • 1001 : HL1 World: Blinking Light
  • 1002 : HL1 World: Human Blood
  • 1003 : HL1 World: Alien Blood
Hint Activity <string>
Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
Node FOV <choices>
Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
  • 45 : 45 Degrees
  • 90 : 90 Degrees
  • 180 : 180 Degrees
  • 360 : 360 Degrees
Start Hint Disabled <boolean>
Spawn the hint disabled.
Hint Group <string>
If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
Target node <node_dest>
The node ID of an associated target node, if any.
Ignore Facing <choices>
Don't pay attention to the facing of the node. May not apply to a given hint type.
  • 0 : No
  • 1 : Yes
  • 2 : Default
Minimum State <choices>
Require an NPC have a minimum state to use the hint.
  • 1 : Idle
  • 2 : Alert
  • 3 : Combat
Maximum State <choices>
Require an NPC have a maximum state to use the hint.
  • 1 : Idle
  • 2 : Alert
  • 3 : Combat
Node ID <int>
Read-only internal Hammer value.

Flags

HintNode:

  • 65536 : Allow jump up

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with 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> (New with 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: 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: 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with 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> (New with Alien Swarm) !FGD
Set this entity's angles.

HintNode:

EnableHint
Enable hint.
DisableHint
Disable hint.

Outputs

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 the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.