point_anglesensor

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point_anglesensor is a point entity available in all Source games. It detects whether another entity points in a given direction for a period of time.

In code it is represented by class CPointAngleSensor, defined in pointanglesensor.cpp.

Keyvalues

Target Entity Name <targetname>
Name of the entity whose angles will be sensed.
Look At Entity <targetname>
The entity we want to check to see if the Target Entity is looking at.
Duration <float>
The amount of time the Target Entity must look at the 'Look at Entity' to trigger this entity, in seconds.
Tolerance <integer>
The tolerance, in degrees, in the checking to determine when the Target Entity is looking at the Look At Entity.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with 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.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Parentname:

Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).

Flags

  • 1 : Use target entity's angles (NOT position)

Inputs

Toggle
Toggle the sensor between enabled and disabled.
Test
Check to see if the Target Entity is facing the Look At Entity within the specified tolerance, firing either the OnFacingLookat or OnNotFacingLookat output based on the result.

Targetname:

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 than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
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 <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !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.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

Parentname:

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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

TargetDir  <vector>
Fired when the forward direction of the Target Entity changes. Passes the new forward direction as a parameter.
OnFacingLookat
Fired when the Target Entity points at the Look At Entity for more than the specified Duration, or in response to a Test input.
OnNotFacingLookat
Fires in response to a Test input when the Target Entity is not pointing at the Look At Entity.
FacingPercentage  <float>
Normalized value (0..1) where 1 is facing directly at target and 0 is at or beyond the angle of tolerance.

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  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.