game_ui
- Half-Life: Alyx
- Steam VR
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.
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.