Difference between revisions of "Point tesla"

From Valve Developer Community
Jump to: navigation, search
(bot-assisted creation)
 
 
(22 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{wrongtitle|title=point_tesla}}
+
[[File:Point_Tesla.jpg|thumb|260px|An active point_tesla]]
  
==Entity Description==
+
{{base point|point_tesla}} It creates lightning arcs around its origin similar to the ones created by Nikola Tesla's famous [http://en.wikipedia.org/wiki/Tesla_coil Tesla Coil] invention.
An entity that creates tesla lightning arcs around its origin.  
 
  
==Availability==
+
{{note|This entity is spawned in an ''Off'' state and needs a ''TurnOn'' or ''DoSpark'' input in order to begin producing its effect.}}
{{in game|point}} {{game-base}}
 
{{in code|class=CTesla|file=tesla.cpp}}
 
  
==Keyvalues==
+
{{in code|class=class_c_tesla.html CTesla|file=tesla_8cpp-source.html tesla.cpp}}
*{{kv Targetname}}
 
*'''m_SourceEntityName'''
 
:<string> If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity.
 
*'''m_SoundName'''
 
:<string> Sound to be played whenever lightning is created. Default: DoSpark
 
*'''texture'''
 
:<sprite> Material to use for the tesla lightning beams. Default: sprites/physbeam.vmt
 
*'''m_Color'''
 
:<color255> Color.  Default: 255 255 255
 
*'''m_flRadius'''
 
:<integer> Radius around the origin to find a point to strike with a tesla lightning beam. Default: 200
 
*'''beamcount_min'''
 
:<integer> Minimum number of tesla lightning beams to create when creating an arc. Default: 6
 
*'''beamcount_max'''
 
:<integer> Maximum number of tesla lightning beams to create when creating an arc. Default: 8
 
*'''thick_min'''
 
:<string> Minimum width of the tesla lightning beams. Default: 4
 
*'''thick_max'''
 
:<string> Maximum width of the tesla lightning beams. Default: 5
 
*'''lifetime_min'''
 
:<string> Minimum lifetime of the tesla lightning beams. Default: 0.3
 
*'''lifetime_max'''
 
:<string> Maximum lifetime of the tesla lightning beams. Default: 0.3
 
*'''interval_min'''
 
:<string> Minimum time delay between random arcing. Default: 0.5
 
*'''interval_max'''
 
:<string> Maximum time delay between random arcing. Default: 2
 
  
==Inputs==
+
== Keyvalues ==
*{{i Targetname}}
+
{{KV|Source Entity|string|If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity.}}
*'''TurnOn'''
+
{{note|Although the Source Entity is evaluated at activation time, !activator is not supported.}}
:Turn emitter on.
+
{{KV|Sound Name|string|Sound to be played whenever lightning is created.}}
*'''TurnOff'''
+
{{KV|Sprite Name|sprite|Material to use for the tesla lightning beams.}}
:Turn emitter off.
+
{{KV|Color|color255|Beam color.}}
*'''DoSpark'''
+
{{KV|Radius|integer|Radius around the origin to find a point to strike with a tesla lightning beam.}}
:Force a single arc.
+
{{KV|Min # of Beams|integer|Minimum number of tesla lightning beams to create when creating an arc.}}
 +
{{KV|Max # of Beams|integer|Maximum number of tesla lightning beams to create when creating an arc.}}
 +
{{KV|Min Beam Width|string|Minimum width of the tesla lightning beams.}}
 +
{{KV|Max Beam Width|string|Maximum width of the tesla lightning beams.}}
 +
{{KV|Min Time Visible|string|Minimum lifetime of the tesla lightning beams.}}
 +
{{KV|Max Time Visible|string|Maximum lifetime of the tesla lightning beams.}}
 +
{{KV|Min Time Between Arcs|string|Minimum time delay between random arcing.}}
 +
{{KV|Max Time Between Arcs|string|Maximum time delay between random arcing.}}
 +
{{KV Targetname}}
 +
{{KV Parentname}}
  
==Outputs==
+
== Inputs ==
*{{o Targetname}}
+
{{IO|TurnOn|Turn emitter on.}}
 +
{{IO|TurnOff|Turn emitter off.}}
 +
{{IO|DoSpark|Force a single arc.}}
 +
{{I Targetname}}
 +
{{I Parentname}}
  
[[Category:Entities]]
+
== Outputs ==
 +
{{O Targetname}}

Latest revision as of 14:28, 27 August 2019

An active point_tesla

point_tesla is a point entity available in all Source games. It creates lightning arcs around its origin similar to the ones created by Nikola Tesla's famous Tesla Coil invention.

Note.png Note: This entity is spawned in an Off state and needs a TurnOn or DoSpark input in order to begin producing its effect.

In code it is represented by class CTesla, defined in tesla.cpp.

Keyvalues

Source Entity <string>
If specified, tesla lightning will originate from the specified entity. Otherwise, they originate from this entity.
Note.png Note: Although the Source Entity is evaluated at activation time, !activator is not supported.
Sound Name <string>
Sound to be played whenever lightning is created.
Sprite Name <sprite>
Material to use for the tesla lightning beams.
Color <color255>
Beam color.
Radius <integer>
Radius around the origin to find a point to strike with a tesla lightning beam.
Min # of Beams <integer>
Minimum number of tesla lightning beams to create when creating an arc.
Max # of Beams <integer>
Maximum number of tesla lightning beams to create when creating an arc.
Min Beam Width <string>
Minimum width of the tesla lightning beams.
Max Beam Width <string>
Maximum width of the tesla lightning beams.
Min Time Visible <string>
Minimum lifetime of the tesla lightning beams.
Max Time Visible <string>
Maximum lifetime of the tesla lightning beams.
Min Time Between Arcs <string>
Minimum time delay between random arcing.
Max Time Between Arcs <string>
Maximum time delay between random arcing.

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.

Parentname:

Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Inputs

TurnOn
Turn emitter on.
TurnOff
Turn emitter off.
DoSpark
Force a single arc.

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.

Parentname:

SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

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 <Left 4 Dead> <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.