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info_node_link

Point Entity

A dynamic connection between two navigation nodes. You specify the node IDs of the start and end nodes, and then you can use entity I/O to turn on and off the connection. This could be used to create or destroy a connection in the nodegraph because of some event in your map (a bridge being created/destroyed, etc).

Keyvalues

  • Force human AI Hull (aihull_human) <Boolean>

  • Force small_centered AI Hull (aihull_small_centered) <Boolean>

  • Force wide_human AI Hull (aihull_wide_human) <Boolean>

  • Force tiny AI Hull (aihull_tiny) <Boolean>

  • Force medium AI Hull (aihull_medium) <Boolean>

  • Force tiny_centered AI Hull (aihull_tiny_centered) <Boolean>

  • Force large AI Hull (aihull_large) <Boolean>

  • Force large_centered AI Hull (aihull_large_centered) <Boolean>

  • Force medium_tall AI Hull (aihull_medium_tall) <Boolean>

  • Initial State (initialstate) <Choices>

    • Off - navigation between the nodes is disabled
    • On - navigation between the nodes is enabled
  • Allow Pass When Off (AllowUse) <String>
    Entity or class to allow passage even when node is off.

  • Invert exclusion rules (InvertAllow) <Boolean>
    Allowed entity is the only entity NOT allowed when this is checked.

  • Priority (priority) <Choices>

    • Normal
    • Use As Last Resort
  • 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.

  • Start node ID (StartNode) <NodeDest>
    The node ID of one end of the node connection.

  • End node ID (EndNode) <NodeDest>
    The node ID of one end of the node connection.

  • Type of Connection (linktype) <Choices>

    • Ground
    • Jump
    • Fly
    • Climb
    • Crawl
  • Precise Movement (preciseMovement) <Boolean>
    Movement through this link must be precise. Used for NPCs that have sloppy movement characteristics to move through things like doors or windows

Inputs

  • TurnOn <Void>
    Turn the link on, enabling travel between the nodes.

  • TurnOff <Void>
    Turn the link off, disabling travel between the nodes.

  • 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.

  • TurnOn <Void>
    Turn the link on.

  • TurnOff <Void>
    Turn the link off.

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.