point_angularvelocitysensor

From Valve Developer Community
Jump to: navigation, search

point_angularvelocitysensor is a point entity available in all Source games. It detects whether another entity's angular velocity meets or exceeds a threshold value.

In code it is represented by class CPointAngularVelocitySensor, defined in PointAngularVelocitySensor.cpp.

Keyvalues

Target Entity Name <targetname>
Name of the entity whose angular velocity will be sensed.
Threshold Velocity <float>
The threshold angular velocity to compare against, in degrees per second.
Fire Interval <float>
Angular velocity must cross the threshold for at least this long to fire.
Axis <vector>
Use Axis Helper <boolean>
Use axis helper to determine rotation values (clockwise/counter-clockwise).

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.

Inputs

Test
Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity, firing either the OnGreaterThanOrEqualTo or OnLessThan output based on the result.
TestWithInterval
Checks to see if the Target Entity's angular velocity meets or exceeds the Threshold Velocity. Once the Fire Interval expires, fires the appropriate test result output if the result is stable throughout the Fire Interval.

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.

Outputs

AngularVelocity <float>
Fired when the Target's Angular Velocity changes, passing the new magnitude of the angular velocity.
OnGreaterThan
Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity.
OnGreaterThanOrEqualTo
Fired when the Target Entity goes from slower than the threshold angular velocity to faster than the threshold angular velocity.
OnLessThan
Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity.
OnLessThanOrEqualTo
Fired when the Target Entity goes from faster than the threshold angular velocity to slower than the threshold angular velocity.
OnEqualTo
Fired when the Target Entity reaches the threshold angular velocity from a different velocity.

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.