Difference between revisions of "Info node link controller"

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{{wrongtitle|title=info_node_link_controller}}
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[[File:link.png|left|link=]]
{{base_point}}
 
  
== Entity description ==
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{{base point|info_node_link_controller}} It controls all connections between [[nodegraph|navigation nodes]] that intersect the controller's volume. This allows for mass enabling/disabling of ''all'' node connections through a volume.{{clr}}
[[Image:link.png|left]]An [[entity]] that controls all connections between [[nodegraph|navigation nodes]] that intersect the controller's volume. This allows for mass enabling/disabling of ''all'' node connections through a volume.{{clr}}
 
 
 
* See also [[info_node_link]] - allows dynamic enabling/disabling of individual [[nodegraph]] connections.
 
  
 
== Keyvalues ==
 
== Keyvalues ==
* {{KV Targetname}}
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{{KV|Mins|vector}}
* '''mins'''
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{{KV|Maxs|vector}}
: <vector> Mins
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{{KV|Initial State|choices}}
* '''maxs'''
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:* 0 : Off
: <vector> Maxs
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:* 1 : On
* '''initialstate'''
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{{KV|Use Larger Radius (for air links)|boolean|Set this to 'Yes' if this controller is intended to control air links. Air links connect using a larger search radius so leaving this at 'No' might miss some air links.}}
: {{boolean}}
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{{KV|Allow Pass When Off|string|Entity or class to allow passage even when node is off}}
* '''AllowUse'''
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{{KV|Invert exclusion rules|boolean|Allowed entity is the only entity NOT allowed when this is set to 'yes'}}
: <target_name_or_class> An entity or a class to let through even when the node is off.
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{{KV Targetname}}
  
 
== Inputs ==
 
== Inputs ==
* {{I Targetname}}
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{{IO|TurnOn|Turn the link on.}}
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{{IO|TurnOff|Turn the link off.}}
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{{IO|SetAllowed|Change the allowed pass when off|param=string}}
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{{IO|SetInvert|Change the invert exclusion rule|param=integer}}
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{{I Targetname}}
  
* '''TurnOn'''
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== Outputs ==
: Turn the link on.
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{{O Targetname}}
 
 
* '''TurnOff'''
 
: Turn the link off.
 
  
== Outputs ==
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== See also ==
* {{O Targetname}}
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* [[info_node_link]] - allows dynamic enabling/disabling of individual [[nodegraph]] connections.
  
 
[[Category:AI]]
 
[[Category:AI]]

Revision as of 16:03, 26 July 2011

Link.png


info_node_link_controller is a point entity available in all Source games. It controls all connections between navigation nodes that intersect the controller's volume. This allows for mass enabling/disabling of all node connections through a volume.

Keyvalues

Mins <vector>
Maxs <vector>
Initial State <choices>
  • 0 : Off
  • 1 : On
Use Larger Radius (for air links) <boolean>
Set this to 'Yes' if this controller is intended to control air links. Air links connect using a larger search radius so leaving this at 'No' might miss some air links.
Allow Pass When Off <string>
Entity or class to allow passage even when node is off
Invert exclusion rules <boolean>
Allowed entity is the only entity NOT allowed when this is set to 'yes'

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.

Inputs

TurnOn
Turn the link on.
TurnOff
Turn the link off.
SetAllowed  <string>
Change the allowed pass when off
SetInvert  <integer>
Change the invert exclusion rule

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.

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.

See also