item_hlvr_weapon_tripminer

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

Keyvalues

Armed on Spawn (StartActivated) ([todo internal name (i)]) <boolean>
Attach on Spawn (StartAttached) ([todo internal name (i)]) <boolean>
Prevent Tripping (PreventTripping) ([todo internal name (i)]) <boolean>
The mine not trip or explode but the laser will be on.
Hack Difficulty Name (HackDifficultyName) ([todo internal name (i)]) <string>
The name for this tripmine hack that matches the difficulty values specified in holo_hacking_difficulty.txt.

BaseItemPhysics:

Start Fade Dist/Pixels (fademindist) <float>
Distance at which the prop starts to fade. If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade. For less than 0, use fademaxdist.
End Fade Dist/Pixels (fademaxdist) <float>
Maximum distance at which the prop is visible. If 'Screen Space Fade' is selected, this represents the minimum number of pixels wide covered by the prop when it fades. 0 for don't fade out.
Fade Scale (fadescale) <float>
If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
interactAs ([todo internal name (i)]) <string>
Comma-separated list of interaction layers.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2)
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.

Flags

BaseItemPhysics:
  • 1 : Start Asleep
  • 8 : Motion Disabled

Inputs

AllowTripping
Allows the mine to be tripped.
ActivateMine
Activates mine.
DeactivateMine
Deactivates mine.
VScript:
CallPrivateScriptFunction <string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <string>
Calls a script function in the global script scope.


Outputs

OnExplode
Fired when the tripmine explodes
OnHackStarted
Fires when the hack has been started.
OnHackStopped
Fires when the hack has been stopped.
OnHackSuccess
Fires when the hack has been successfully completed.
OnHackFailed
Fires when the hack has failed.
OnHackSuccessAnimationComplete
Fires when the hack has been successfully completed and the hacking plug has returned back to its idle position.
OnPuzzleCompleted
Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro.
OnPuzzleSuccess
Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro.
OnPuzzleFailed
Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro.
BaseItemPhysics:
OnPlayerPickup
Fires when the player picks up this object
OnPhysGunDrop
Dropped by the player or physgun
OnGlovePulled
Pulled by the gravity gloves