comp_sequential_call
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comp_sequential_call is a logical entity available in
Strata Source and
TeamSpen's Hammer Addons.
It finds a sequence of entities (by distance or numeric suffix), then fires inputs delayed in order. To use, define OnSeq outputs, firing inputs at \'!seq\'.
Keyvalues
- Entities to Sequence (target) <targetname>
- The entities which will be ordered and inputs fired at. This should refer to multiple entities, probably with a *-wildcard.
- Ordering Mode (order_mode) <choices>
- Choose how entities are ordered. Numeric suffix finds numbers at the end of the entity name, and sorts by that order.
- Distance to this
- Inverted distance to this
- Numeric Suffix, Ascending
- Numeric Suffix, Descending
- Make Entities Unique? (uniquify) <boolean>
- Append a suffix to ensure all entities are unique. Should be enabled if not using a *-wildcard.
- Time Mode (time_mode) <choices>
- How Time Value is interpreted. If this is set to Total Time and the ordering mode is Distance, delays are based on the distance. Otherwise, it will be equally spaced.
- Total Time
- Interval Between
- Time Value (time_val) <float>
- Either the total time or the time between each entity.
- Time Variance (time_variance) <float>
- After computing the delay, randomly add/subtract this much from the delay to add noise.
Outputs
- OnSeqStart <void>
- Fired at the start of the sequence.
- OnSeq <void>
- Fired once for each entity - use !seq to refer to the target.
- OnSeqEnd <void>
- Fired once all delayed outputs are complete.