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game_ui

Point Entity

An entity used to override player input when the player is looking at it.

Keyvalues

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Spawnflags (spawnflags) <Flags>

    • Freeze Player
    • Hide Weapon
    • +Use Deactivates
    • Jump Deactivates
  • FieldOfView (FieldOfView) <Float>
    The amount of tolerance in the view checking when determining whether the player's input is still under control. 1.0 = straight ahead, 0.0 = +/- 90 degrees, -1.0 = all directions. If the player isn't within the tolerance, the player regains control.

Inputs

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • Deactivate <Void>
    Return Player Control.

  • Activate <String>
    Take Player Control.

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game.

  • PlayerOn <Void>
    Fired whenever this entity starts controlling the player's input.

  • PlayerOff <Void>
    Fired whenever this entity stops controlling the player's input.

  • PressedMoveLeft <Void>
    Fired whenever the player presses the moveleft key.

  • PressedMoveRight <Void>
    Fired whenever the player presses the moveright key.

  • PressedForward <Void>
    Fired whenever the player presses the forward key.

  • PressedBack <Void>
    Fired whenever the player presses the backward key.

  • PressedAttack <Void>
    Fired whenever the player presses the attack key.

  • PressedAttack2 <Void>
    Fired whenever the player presses the secondary attack key.

  • UnpressedMoveLeft <Void>
    Fired whenever the player releases the moveleft key.

  • UnpressedMoveRight <Void>
    Fired whenever the player releases the moveright key.

  • UnpressedForward <Void>
    Fired whenever the player releases the forward key.

  • UnpressedBack <Void>
    Fired whenever the player releases the backward key.

  • UnpressedAttack <Void>
    Fired whenever the player releases the attack key.

  • UnpressedAttack2 <Void>
    Fired whenever the player releases the secondary attack key.

  • XAxis <String>
    An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has moveleft key down, 1 when the player has moveright key down, and 0 if neither.

  • YAxis <String>
    An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has backward key down, 1 when the player has forward key down, and 0 if neither.

  • AttackAxis <String>
    An output that fires whenever the state of the player's attack key changes. i.e. 1 when the player has the attack key down, 0 otherwise.

  • Attack2Axis <String>
    An output that fires whenever the state of the player's secondary attack key changes. i.e. 1 when the player has the secondary attack key down, 0 otherwise.