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item_hlvr_weapon_tripmine

Point Entity

Keyvalues

  • Disable shadows (disableshadows) <Boolean>

  • 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 Fade Dist/Pixels (fademindist) <Float>
    Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.

  • End Fade Dist/Pixels (fademaxdist) <Float>
    Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the minimum number of pixels wide covered by the prop when it fades.

  • Fade Scale (fadescale) <Float>
    If you specify a fade in the worldspawn, or if the engine is running under dx7, 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.

  • Spawnflags (spawnflags) <Flags>

    • Start Asleep
    • Motion Disabled
  • interactAs (interactAs) <String>
    comma-separated list of interaction layers

  • Armed on Spawn (StartActivated) <Boolean>

  • Attach on Spawn (StartAttached) <Boolean>

  • Prevent Tripping (PreventTripping) <Boolean>
    The mine not trip or explode but the laser will be on.

  • Hack Difficulty Name (HackDifficultyName) <String>
    The name for this tripmine hack that matches the difficulty values specified in holo_hacking_difficulty.txt.

Inputs

  • DisableShadow <Void>
    Turn shadow off.

  • EnableShadow <Void>
    Turn shadow on.

  • 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.

  • AllowTripping <Void>
    Allows the mine to be tripped.

  • ActivateMine <Void>
    Activates mine.

  • DeactivateMine <Void>
    Deactivates mine.

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.

  • OnPlayerPickup <Void>
    Fires when the player picks up this object

  • OnPhysGunDrop <Void>
    Dropped by the player or physgun

  • OnGlovePulled <Void>
    Pulled by the gravity gloves

  • OnExplode <Void>
    Fired when the tripmine explodes

  • OnHackStarted <Void>
    Fires when the hack has been started.

  • OnHackStopped <Void>
    Fires when the hack has been stopped.

  • OnHackSuccess <Void>
    Fires when the hack has been successfully completed.

  • OnHackFailed <Void>
    Fires when the hack has failed.

  • OnHackSuccessAnimationComplete <Void>
    Fires when the hack has been successfully completed and the hacking plug has returned back to its idle position.

  • OnPuzzleCompleted <Void>
    Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro.

  • OnPuzzleSuccess <Void>
    Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro.

  • OnPuzzleFailed <Void>
    Fires as soon as the puzzle completes. The hack is still active at this point and has yet to play its outro.