Difference between revisions of "Info node link controller"

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(Cleanup)
(fixed TODOs and a few nitpicks)
 
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[[File:link.png|left|link=]]
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[[File:link.png|left]]
  
{{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}}
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{{base point|info_node_link_controller}} It controls all connections between [[nodegraph|navigation nodes]] that intersect a certain volume. This allows for mass enabling/disabling of node connections.{{clr}}
  
== Keyvalues ==
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==Keyvalues==
{{KV|Mins|vector}}
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{{KV|Mins|vector|Coordinates relative to the entity defining one point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.}}
{{KV|Maxs|vector}}
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{{KV|Maxs|vector|Coordinates relative to the entity defining the second point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.}}
{{KV|Initial State|choices}}
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{{KV|Initial State|choices|State of the node links the moment the map loads. If there is something blocking the NPC's path while this is on, the NPC may appear to walk straight into that object/hole.}}
 
:* 0 : Off
 
:* 0 : Off
 
:* 1 : On
 
:* 1 : On
 
{{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.}}
 
{{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.}}
{{KV|Allow Pass When Off|string|Entity or class to allow passage even when node is off}}
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{{KV|Allow Pass When Off|string|Entity or class to allow passage even when node is off.}}
{{KV|Invert exclusion rules|boolean|Allowed entity is the only entity NOT allowed when this is set to 'yes'}}
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{{KV|Invert exclusion rules|boolean|Makes target(s) defined in '''Allow Pass When Off''' the only targets NOT allowed to pass when off.}}
 
{{KV Targetname}}
 
{{KV Targetname}}
  
== Inputs ==
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==Inputs==
{{IO|TurnOn|Turn the link on.}}
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{{IO|TurnOn|Turn links on.}}
{{IO|TurnOff|Turn the link off.}}
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{{IO|TurnOff|Turn links off.}}
{{IO|SetAllowed|Change the allowed pass when off|param=string}}
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{{IO|SetAllowed|Change '''Allow Pass When Off'''.|param=string}}
{{IO|SetInvert|Change the invert exclusion rule|param=integer}}
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{{IO|SetInvert|Change '''Invert exclusion rules'''.|param=integer}}
 
{{I Targetname}}
 
{{I Targetname}}
  
== Outputs ==
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==Outputs==
 
{{O Targetname}}
 
{{O Targetname}}
 
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==See also==
== See also ==
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*<code>[[info_node_link]]</code> - allows dynamic enabling/disabling of individual [[nodegraph]] connections.
* [[info_node_link]] - allows dynamic enabling/disabling of individual [[nodegraph]] connections.
 
  
 
[[Category:AI]]
 
[[Category:AI]]

Latest revision as of 17:19, 14 June 2018

Link.png
info_node_link_controller is a point entity available in all Source games. It controls all connections between navigation nodes that intersect a certain volume. This allows for mass enabling/disabling of node connections.

Keyvalues

Mins <vector>
Coordinates relative to the entity defining one point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.
Maxs <vector>
Coordinates relative to the entity defining the second point of the volume. A box will appear in hammer to help visualize the dimensions of the volume.
Initial State <choices>
State of the node links the moment the map loads. If there is something blocking the NPC's path while this is on, the NPC may appear to walk straight into that object/hole.
  • 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>
Makes target(s) defined in Allow Pass When Off the only targets NOT allowed to pass when off.

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 links on.
TurnOff
Turn links off.
SetAllowed  <string>
Change Allow Pass When Off.
SetInvert  <integer>
Change Invert exclusion rules.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
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.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

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

See also