logic_door_barricade
- Half-Life: Alyx
Point Entity
An entity that manages the state of a door barricade consisting of a door, an anim-interactable, and a lynchpin
Keyvalues
-
Start Disabled (
StartDisabled
) <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.
Inputs
-
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
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. -
UpdateAnimInteractPosition <
Void
>
Give the barricade the latest anim interactable position, which it uses to determine which outputs to fire. -
Slam <
Void
>
Lets the barricade know it has been slammed. -
LockBarricade <
Void
>
Fired when the lynchpin has been inserted. -
UnlockBarricade <
Void
>
Fired when the lynchpin has been removed.
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. -
OnLocked <
Void
>
Fired when the lever is in the locked position and the lynchpin has been inserted. -
OnUnlocked <
Void
>
Fire an output when the lynchpin has been removed from the barricade. -
OnLockEnabled <
Void
>
Write Me. -
OnLockDisabled <
Void
>
Write Me. -
OnBlockingDoor <
Void
>
Fired when the barricade is blocking the door. -
OnNotBlockingDoor <
Void
>
Fired when the barricade is no longer blocking the door. -
OnBlockingOpening <
Void
>
Fired when barricade is blocking an open door. -
OnNotBlockingOpening <
Void
>
Fired when barricade is not blocking an open door. -
OnStartExit <
Void
>
Fired after previously locked barricade is unlocked and the blocked NPC should exit the barricaded room. -
OnStartAnimatedExit <
Void
>
Fired when a blocked NPC should play an animted exit -
OnEnableNPCClearTriggerVolume <
Void
>
Enable a volume that allows NPCs to unblock a barricade -
OnDisableNPCClearTriggerVolume <
Void
>
Disable a volume that allows NPCs to unblock a barricade -
OnEnableAnimatedExit <
Void
>
Fire an output when the NPC should play an alternate exit