This article relates to the game "Portal 2." Click here for more information.

comp_choreo_sceneset

From Valve Developer Community
Jump to: navigation, search

comp_choreo_sceneset
Comp choreo sceneset.png
TypeInternal Point entity
EngineSource Source
AvailabilityTeamSpen's Hammer Addons TeamSpen's Hammer Addons
 

comp_choreo_sceneset is a internal point entity available in Portal 2: Community Edition Portal 2: Community Edition.

English (en)
Edit

It is also available in all games with TeamSpen's Hammer Addons TeamSpen's Hammer Addons installed. It chains set of choreography .VCD scenes together, and allows quick but basic configuration of the choreography. When the map is compiled, this entity is then converted into a logic_choreographed_scene entity, with its given KVs / I/O procedurally transferred over.

KeyValues


BaseEntityPoint:
Name (targetname) <targetname>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Pitch Yaw Roll (X Y Z) (angle) <angles>
This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.
Parent (parentname) <targetname>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
Attachment Point (parent_attachment_point) <string>
If set, attach to this attachment point on the parent during spawn.
Delay between each (delay) <float>
Add a delay between each scene.
Clean up after starting (only_once) <choices>
If set, Kill choreo scenes after starting so they only play once. If set, the Cancel input will not work properly.
  • 0 : No
  • 1 : Yes
If an actor is talking... (busyactor) <choices>
What to do if an actor in this scene is already talking when this scene is told to start.
  • 0 : Start immediately
  • 1 : Wait for actor to finish
  • 2 : Interrupt at next interrupt event
  • 3 : Cancel at next interrupt event
On player death (onplayerdeath) <choices>
What should this entity do if the player dies?
  • 0 : Do nothing
  • 1 : Cancel Script and return to AI
Scene 1 (scene01) to Scene 20 (scene20) <scene>
Scenes to chain

Inputs


BaseEntityIO:
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format:\n'<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 equals infinite, 1 equals only once)'\nor 'keyvalue newval'. Very dangerous, use with care.
FireUser1 to FireUser4
Causes this entity's OnUser output to be fired.
Use
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
DispatchEffect <string>
Dispatch an effect from the entity's origin. See List of Client Effects

BaseEntityPoint:
SetParent <targetname>
Changes the entity's parent in the movement hierarchy.
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
SetParentAttachmentMaintainOffset <string>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
Start
Start the choreo sequence set playing.
Stop
Stop the choreo sequence set at any point.

Outputs

OnStart
Fired when the sequence set starts.
OnFinish
Fired when the sequence set is complete.

BaseEntityIO:
OnUser1 to OnUser4<string>
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

See also