item_hlvr_weapon_tripminer
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item_hlvr_weapon_tripminer
is a point entity available in Half-Life: Alyx.
Keyvalues
- 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 )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since )
- 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.
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Targetname:
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Entity Scripts (vscripts) <scriptlist> (in all games since )
- 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