comp_choreo_sceneset
(Redirected from Comp choreo screenset)
comp_choreo_sceneset
is an internal point entity available in Strata Source and TeamSpen's Hammer Addons.
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.
Contents
KeyValues
BaseEntityPoint:
- Name
(targetname)
<string> - 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
toFireUser4
- 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
toOnUser4
<string>- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.