Comp numeric transition/en

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It is also available in any game with TeamSpen's Hammer Addons TeamSpen's Hammer Addons installed. It changes a keyvalue or input over time with various options, when triggered.

KeyValues

Start Disabled (???) <choices>
  • 0: No
  • 0: Yes
Entity to Control (???) <targetname>
The entity to which the outputs will be directed to.
Keyvalue/Input Name (???) <string>
The name of the keyvalue or input to change. If the target is not an entity findable by the postcompiler, IO Type must be set.
I/O Type (???) <choices>
The method used to control an entity. If Input, use the input name provided. If KeyValue, use the AddOutput to change the keyvalue. If Auto, examine the entity class that is being controlled to determine the appropriate mode.
  • auto: Automatic
  • io: Input
  • kv: KeyValue (AddOutput)
Value Type (???) <choices>
The behaviour of the input, used to control what actual values are sent. Regardless of this value, the other options are 'position'-type values!
  • set: Instantly Set
  • moveto: Move to value
  • speed: Adjust Speed
  • light: Light Pattern
Beat Interval (???) <float>
Time between each output. Smaller values are more accurate but increase the outputs generated.
Start Delay (???) <float>
Wait this amount of time after being triggered before animating.
Duration (???) <float>
Time the change will take.
Start Value (???) <float>
Starting value. If the Value Type is Light Pattern, these may be a-z letters.
Ending Value (???) <float>
Ending value. If the Value Type is Light Pattern, these may be a-z letters.
Easing Start (???) <choices>
Controls how the animation begins.
  • linear: None
  • quad: Quadratic (x^2)
  • cubic: Cubic (x^3)
  • quartic: Quartic (x^4)
  • sine: Sinusoidal
Easing End (???) <choices>
Controls how the animation ends.
  • linear: None
  • quad: Quadratic (x^2)
  • cubic: Cubic (x^3)
  • quartic: Quartic (x^4)
  • sine: Sinusoidal

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Flags

  •  [1] : Only trigger once
  •  [2] : Allow fast retrigger

Inputs

Enable
Allows the relay to fire the OnTrigger outputs after being disabled.
Disable
Prevents the relay from firing OnTrigger outputs in response to Trigger inputs.
Trigger
Trigger the relay, causing its OnTrigger output to fire if it is enabled.
Toggle
Toggle the relay between enabled and disabled.
CancelPending
Cancel any events fired by this relay that are currently pending in the I/O event queue.
EnableRefire  !FGD
Automatically fired on a relay after any delayed outputs finish firing, allowing it to fire again.
TriggerWithParameter <string> (only in MapbasePortal 2: Community Edition)
Triggers the relay with a parameter, causing its OnTriggerParameter output to fire if it is enabled.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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 thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving 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.

Outputs

OnSpawn
Fired when the relay is spawned. If the relay is set to only trigger once, it will delete itself after firing this output.
OnTrigger
Fired when the relay is triggered. If the relay is set to only trigger once, it will delete itself after firing this output.
OnTriggerParameter <string> (only in MapbasePortal 2: Community Edition)
Fired when the relay is triggered with a parameter. If the relay is set to only trigger once, it will delete itself after firing this output.

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)
This output fires when the entity is killed and removed from the game.

See also