item_combine_tank_locker
- Half-Life: Alyx
Point Entity
Combine Tank Locker
Keyvalues
-
Start Disabled (
StartDisabled
) <Boolean
> -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the prop starts to fade (<0 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Max fade distance at which the prop is visible (0 = don't fade out) -
Fade Scale (
fadescale
) <Float
>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. -
Color (R G B) (
rendercolor
) <Color255
> -
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Model Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. -
Model Attachment position offset (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment angular offset (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Use Model Attachment Offset (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
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. -
Model (
model
) <Studio
> -
Initial Completion Amount (
InitialCompletionAmount
) <Float
>
When the interactable prop spawns, it will start with its animation already completed by this amount. Change this value if you want the prop to start in the middle, end, or any other non-standard amount. -
Target Completion Value A (
TargetCompletionValueA
) <Float
>
Fire event A when this amount is reached, -1 means disabled -
Target Completion Value B (
TargetCompletionValueB
) <Float
>
Fire event B when this amount is reached, -1 means disabled -
Target Completion Value C (
TargetCompletionValueC
) <Float
>
Fire event C when this amount is reached, -1 means disabled -
Target Completion Value D (
TargetCompletionValueD
) <Float
>
Fire event D when this amount is reached, -1 means disabled -
Target Completion Value E (
TargetCompletionValueE
) <Float
>
Fire event E when this amount is reached, -1 means disabled -
Target Completion Value F (
TargetCompletionValueF
) <Float
>
Fire event F when this amount is reached, -1 means disabled -
Target Completion Threshold (
TargetCompletionThreshold
) <Float
>
Don't fire a completion event again until the user moves at least this much beyond the completion value (and back). -
Object requirement (
ObjectRequirement
) <String
>
Require this object as a hand attachment to interact. -
Only run forward (
OnlyRunForward
) <Boolean
>
Only allow the animation to proceed forward -
Only run backward (
OnlyRunBackward
) <Boolean
>
Only allow the animation to proceed backward -
Limit Forward (
LimitForward
) <Float
>
Restrict the animation range forward this many cycles -
Limit Backward (
LimitBackward
) <Float
>
Restrict the animation range backward this many cycles -
Limit Stop (
LimitStop
) <Float
>
Restrict the forward animation progress but not the overall range -
Start Locked (
StartLocked
) <Boolean
>
Spawn in the locked state -
Limit Locked (
LimitLocked
) <Float
>
Restrict the animation range this many cycles when locked -
Return to Completion (
ReturnToCompletion
) <Boolean
>
When the player releases the handle, return autonomously. -
Return to Completion Amount (
ReturnToCompletionAmount
) <Float
>
When the player releases the handle, return to this amount of completion autonomously. -
Return to Completion Threshold (
ReturnToCompletionThreshold
) <Float
>
Determines the threshold [0,1] for the Return to Completion value to be set to 0 or 1 automatically when the player releases the handle. -
Return to Completion Delay (
ReturnToCompletionDelay
) <Float
>
When using single controller mode, delay starting Return To Completion for a short period of time when the player releases the handle. ForcePlayerRelease overrides this setting and ReturnToCompletion will start normally. -
Total Animation Duration (
AnimationDuration
) <Float
>
Used when returning to the return-to-completion amount. If the animation had to return over its entire length, it'd take this long. -
Start Sound (
StartSound
) <Sound
>
Sound to make when motion begins. -
Movement Sound (
MoveSound
) <Sound
>
Sound to make while moving. -
Stop Sound (
StopSound
) <Sound
>
Player stops interacting with the prop -
Open Complete Sound (
OpenCompleteSound
) <Sound
>
Sound for the open animation completing -
Close Complete Sound (
CloseCompleteSound
) <Sound
>
Sound for the close animation completing -
Bounce Sound (
BounceSound
) <Sound
>
Sound to make when motion end transition begins -
Locked Sound (
LockedSound
) <Sound
>
Sound to make when the player interacts with the handle while it is locked. -
Return to Completion Forward Move Sound (
ReturnForwardMoveSound
) <Sound
>
Sound for movement during return to completion forward -
Return to Completion Backward Move Sound (
ReturnBackwardMoveSound
) <Sound
>
Sound for movement during return to completion backward -
Interaction Bone Name (
InteractionBoneName
) <String
>
Name of the model interaction bone to match (substring search) -
Motion style when returning to completion amount (
ReturnToCompletionStyle
) <Choices
>- Ease-in, ease-out
- Ease-in only
- Ease-out only
- Bounce
- Lerp
-
Allow Gravity Gun Pull (
AllowGravityGunPull
) <Boolean
>
Responds to Gravity gun pull -
Retain Velocity (
RetainVelocity
) <Boolean
>
Retain some velocity from the player's hand -
React To Dynamic Physics (
ReactToDynamicPhysics
) <Boolean
>
Move when hit by physics forces -
Ignore Hand Rotation (
IgnoreHandRotation
) <Boolean
>
Ignore the rotation (twisting) of the player's hand when interacting -
Ignore Hand Position (
IgnoreHandPosition
) <Boolean
>
Ignore the position (offset) of the player's hand when interacting -
Do Haptics on both hands (
DoHapticsOnBothHands
) <Boolean
>
Fires haptic pulses on both hands when interacting. -
Resistance (
PositiveResistance
) <Float
>
Amount of Resistance on Anim Interactable movement (ie 1.0 full, 0.1 slow) -
Update Children (
UpdateChildModels
) <Boolean
>
Sets the animation cycle of the children of the Anim Interactable entity -
Normalize Updates to Children (
NormalizeChildModelUpdates
) <Boolean
>
Remaps updates to the child models to be between 0 and 1 over the entire range of the interactable. -
Child Model Animgraph Parameter (
ChildModelAnimgraphParameter
) <String
>
The animgraph parameter to update for the child model. Sets the animation cycle directly if none is specified. -
Set Nav Ignore (
SetNavIgnore
) <Boolean
>
Ignored by NPC movement -
Create Nav Obstacle (
CreateNavObstacle
) <Boolean
>
Create a navigation obstacle to assist NPC pathfinding -
Release on Damage (
ReleaseOnPlayerDamage
) <Boolean
>
Forces Player to Stop Interacting if they take damage -
Spawn behaving like a prop_physics (
BehaveAsPropPhysics
) <Boolean
>
On initial spawn, act like a prop_physics. Won't be usable as an anim interactable until it receives a 'StopBehavingLikePropPhysics' input. -
Add To Spatial Partition (
AddToSpatialPartition
) <Boolean
>
Set to true if the animinteractable is static or has a small move bounds (doors, levers) -
interactAs (
interactAs
) <String
>
comma-separated list of interaction layers -
Model (
model
) <Studio
> -
Number of Starting Tanks (
starting_tanks
) <Choices
>- 0
- 1
- 2
Inputs
-
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
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. -
SetCompletionValue <
Float
>
Sets the current completion value, without firing any events. -
SetCompletionValueA <
Float
>
Sets the target completion value A amount (when event A will be fired). -1 means disabled. -
SetCompletionValueB <
Float
>
Sets the target completion value B amount (when event B will be fired). -1 means disabled. -
SetCompletionValueC <
Float
>
Sets the target completion value C amount (when event C will be fired). -1 means disabled. -
SetCompletionValueD <
Float
>
Sets the target completion value D amount (when event D will be fired). -1 means disabled. -
SetCompletionValueE <
Float
>
Sets the target completion value E amount (when event E will be fired). -1 means disabled. -
SetCompletionValueF <
Float
>
Sets the target completion value F amount (when event F will be fired). -1 means disabled. -
SetReturnToCompletionAmount <
Float
>
Sets a new ReturnToCompletionAmount. -
EnableReturnToCompletion <
Void
>
Enable ReturnToCompletion -
DisableReturnToCompletion <
Void
>
Disable ReturnToCompletion -
EnableOnlyRunForward <
Void
>
Enable OnlyRunForward -
DisableOnlyRunForward <
Void
>
Disable OnlyRunForward -
SetAnimationDuration <
Float
>
Sets a new AnimationDuration. -
PlayAnimation <
String
>
Play an animation. -
SetLimitForward <
Float
>
Sets a new LimitForward. -
SetLimitBackward <
Float
>
Sets a new LimitBackward. -
SetLimitStop <
Float
>
Sets a new LimitStop. -
Lock <
Void
>
Locks the animinteractable. -
Unlock <
Void
>
Unlocks the animinteractable. -
TurnIntoPhysicsProp <
Void
>
Removes the animinteractable and replaces it with a physics prop of the same model. -
SetPositiveResistance <
Float
>
Sets the amount of Resistance on Anim Interactable movement as a % of base movement (ie 1.0 full, 0.1 slow) -
SetBodyGroup <
String
>
Sets NPC bodygroup. Format is <BodygroupName,index> -
ForcePlayerRelease <
Void
>
Forces the animinteractable to release the player's hand -
SetReturnToCompletionStyle <
Integer
>
Set the motion style when returning to completion amount. 0 (Ease-in, ease-out), 1 (Ease-in only), 2 (Ease-out only), 3 (Bounce), 4 (Lerp) -
DisableInteraction <
Boolean
>
Disable Interaction (1 to disable - 0 to re-enable) -
StopBehavingLikePropPhysics <
Void
>
Stop behaving like a prop_physics, and switch to being a normal prop_animinteractable -
EnableChildModelUpdates <
Void
>
Enable updates to any child models of this anim interactable -
DisableChildModelUpdates <
Void
>
Disable updates to any child models of this anim interactable -
ForceImmediateReturnToCompletion <
Float
>
Sets a new AnimationDuration, forces the player to release the animinteractable, and forces an immediate return to completion with the Lerp style.
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. -
OnInteractStart <
Void
>
Fired when the interaction is initiated -
OnInteractStop <
Void
>
Fired when the interaction is ended -
OnGravityGunPull <
Void
>
Fired when the prop is gravity pulled -
OnCompletionA <
Void
>
Fired when the completion amount A is reached or crossed -
OnCompletionA_Forward <
Void
>
Fired when the completion amount A is reached or crossed while animation is moving forward -
OnCompletionA_Backward <
Void
>
Fired when the completion amount A is reached or crossed while animation is moving backward -
OnCompletionB <
Void
>
Fired when the completion amount B is reached or crossed -
OnCompletionB_Forward <
Void
>
Fired when the completion amount B is reached or crossed while animation is moving forward -
OnCompletionB_Backward <
Void
>
Fired when the completion amount B is reached or crossed while animation is moving backward -
OnCompletionC <
Void
>
Fired when the completion amount C is reached or crossed -
OnCompletionC_Forward <
Void
>
Fired when the completion amount C is reached or crossed while animation is moving forward -
OnCompletionC_Backward <
Void
>
Fired when the completion amount C is reached or crossed while animation is moving backward -
OnCompletionD <
Void
>
Fired when the completion amount D is reached or crossed -
OnCompletionD_Forward <
Void
>
Fired when the completion amount D is reached or crossed while animation is moving forward -
OnCompletionD_Backward <
Void
>
Fired when the completion amount D is reached or crossed while animation is moving backward -
OnCompletionE <
Void
>
Fired when the completion amount E is reached or crossed -
OnCompletionE_Forward <
Void
>
Fired when the completion amount E is reached or crossed while animation is moving forward -
OnCompletionE_Backward <
Void
>
Fired when the completion amount E is reached or crossed while animation is moving backward -
OnCompletionF <
Void
>
Fired when the completion amount F is reached or crossed -
OnCompletionF_Forward <
Void
>
Fired when the completion amount F is reached or crossed while animation is moving forward -
OnCompletionF_Backward <
Void
>
Fired when the completion amount F is reached or crossed while animation is moving backward -
OnCompletionExitA <
Void
>
Fired when the completion amount A is Exited -
OnCompletionExitB <
Void
>
Fired when the completion amount B is Exited -
OnCompletionExitC <
Void
>
Fired when the completion amount C is Exited -
OnCompletionExitD <
Void
>
Fired when the completion amount D is Exited -
OnCompletionExitE <
Void
>
Fired when the completion amount E is Exited -
OnCompletionExitF <
Void
>
Fired when the completion amount F is Exited -
Position <
Float
>
Fired whenever the animation changes. Output is the amount of animation completed (between 0 and 1) -
PositionInverted <
Float
>
Fired whenever the animation changes. Output is the inverse of the amount of animation completed (between 1 and 0) -
PositionRaw <
Float
>
Fired whenever the animation changes. Output is the amount of animation completed (raw completion value) -
Velocity <
Float
>
Fired whenever the animation changes. Output is the delta in animation change since last tick (between -1 & 1) -
PositionInitialLimitsRemap <
Float
>
Fired whenever the animation changes. Output is the amount of animation completed using the initial backward/forward limits (between 0 and 1)