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It is also available in any game with TeamSpen's Hammer Addons installed. It changes a keyvalue or input over time with various options, when triggered.
Contents
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 )- 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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !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.
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 )- 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
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.