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info_hlvr_toner_path

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info_hlvr_toner_path is a point entity available in Half-Life: Alyx Half-Life: Alyx.

Editor display

The info_hlvr_toner_path is the logical portion of a toner puzzle. It is used to define the info_hlvr_toner_path_node that make up a segment of glowing wire as well as the starting and ending entities power is routed through. It fires outputs when powered or unpowered. Power is supplied via an info_hlvr_toner_port or an info_hlvr_toner_junction

When selecting an info_hlvr_toner_path, any linked info_hlvr_toner_path_node defined in its properties will highlight orange in the editor.

Properties

First Path Node (first_path_node) <string>
Name of the first info_toner_path_node in the path
Start (start_entity) <string>
Name of the entity at the start of this path (port or junction)
End (end_entity) <string>
Name of the junction at the end of this path, if any
Source 2 Targetname
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist>
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Create Client-Only Entity (clientSideEntity) <choices>
  1. No
  2. Yes
Source 2 Transform
Note.pngNote: These are "Embedded Properties" which are hard-coded to appear on every entity in Hammer, regardless of their presence in any FGD files.
Origin (origin) <coordinates>
The world space origin of the entity.
Angles (angles) <angles>
The pitch, yaw, roll orientation of the entity.
Scale (scales) <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked (transformLocked) <boolean>
Lock the transform at its current value, preventing the transform of the node from being modified. Only applies within Hammer.
Force Hidden (force_hidden) <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only (editorOnly) <boolean>
Entity is only displayed in Hammer and will not appear in game.

Outputs

OnPowerOn
Fire when the path is electrified.
OnPowerOff
Fire when the path is de-electrified.
Source 2 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
This Output fires when the entity is killed and removed from the game.

Inputs

PlayFanfare
Play fanfare particle effect for path
Source 2 Targetname
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
Note.pngNote: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <stringRedirectInput/string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
RunScriptFile <stringRedirectInput/string>
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <stringRedirectInput/string>
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.
CallScriptFunction <stringRedirectInput/string>
Execute a VScript function in the scope of the receiving entity.
CallPrivateScriptFunction <stringRedirectInput/string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <stringRedirectInput/string>
Calls a script function in the global script scope.

See also