point_value_remapper
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
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. -
Update On Client (
updateOnClient
) <Boolean
> -
Input Position (
inputType
) <Choices
>- Player Shoot Position
- Player Shoot Position Around Axis
-
Remap Line Start (
remapLineStart
) <TargetDestination
> -
Remap Line End (
remapLineEnd
) <TargetDestination
> -
Custom Output Value (
customOutputValue
) <Float
> -
Max Interp Change Per Second (
maximumChangePerSecond
) <Float
> -
Disengage Max Distance (
maximumDistanceFromLine
) <Float
> -
Engage Distance (
engageDistance
) <Float
> -
Requires Use Key (
requiresUseKey
) <Choices
>- No
- Yes
-
Output Type (
outputType
) <Choices
>- Animation Cycle
- Rotation X
- Rotation Y
- Rotation Z
-
Output Entity (
outputEntity
) <TargetDestination
> -
Output Entity 2 (
outputEntity2
) <TargetDestination
> -
Output Entity 3 (
outputEntity3
) <TargetDestination
> -
Output Entity 4 (
outputEntity4
) <TargetDestination
> -
Haptics Type (
hapticsType
) <Choices
>- Default
- None
-
Momentum Type (
momentumType
) <Choices
>- None
- Friction
- Spring Toward Snap Value
- Spring Away From Snap Value
-
Momentum Modifier (
momentumModifier
) <Float
> -
Snap Value (
snapValue
) <Float
> -
Ratchet Type (
ratchetType
) <Choices
>- Absolute
- Each Engage
-
Input Offset (
inputOffset
) <Float
> -
Engage Sound (
soundEngage
) <Sound
>
Name of the GameSound entry to play when remapper starts getting valid inputs. -
Disengage Sound (
soundDisengage
) <Sound
>
Name of the GameSound entry to play when remapper stops getting valid inputs. -
Value Zero Sound (
soundReachedValueZero
) <Sound
>
Name of the GameSound entry for the sound to play when reaching 0.0 interp value. -
Value One Sound (
soundReachedValueOne
) <Sound
>
Name of the GameSound entry for the sound to play when reaching 1.0 interp value. -
Moving Loop Sound (
soundMovingLoop
) <Sound
>
Name of the GameSound entry to update while moving between 0.0 and 1.0.
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. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, 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. -
SetMomentumType <
Integer
>
Sets momentum type -
SetMomentumModifier <
Float
>
Sets momentum modifier -
SetSnapValue <
Float
>
Sets snap value -
SetEngageDistance <
Float
>
Sets engage distance -
SetDisengageistance <
Float
>
Sets disengage distance
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. Parameter is the inflictor. -
Position <
Float
>
Fires when the interp value changes, passing the new position [0.0 .. 1.0] -
PositionDelta <
Float
>
Fires when the interp value changes, passing the change in position [-1.0 .. 1.0] -
OnReachedValueZero <
Void
>
Fires when the interp value hits 0.0 -
OnReachedValueOne <
Void
>
Fires when the interp value hits 1.0 -
OnReachedValueCustom <
Void
>
Fires when the interp value hits a custom specified value -
OnEngage <
Void
>
Fires when engaged due to enering the Engage Distance (and pressing USE if needed) -
OnDisengage <
Void
>
Fires when disengaged due to going beyond the Disengage Max Distance (or releasing USE if needed)
Point Entity
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. -
Update On Client (
updateOnClient
) <Boolean
> -
Input Position (
inputType
) <Choices
>- Player Shoot Position
- Player Shoot Position Around Axis
-
Remap Line Start (
remapLineStart
) <TargetDestination
> -
Remap Line End (
remapLineEnd
) <TargetDestination
> -
Custom Output Value (
customOutputValue
) <Float
> -
Max Interp Change Per Second (
maximumChangePerSecond
) <Float
> -
Disengage Max Distance (
maximumDistanceFromLine
) <Float
> -
Engage Distance (
engageDistance
) <Float
> -
Requires Use Key (
requiresUseKey
) <Choices
>- No
- Yes
-
Output Type (
outputType
) <Choices
>- Animation Cycle
- Rotation X
- Rotation Y
- Rotation Z
-
Output Entity (
outputEntity
) <TargetDestination
> -
Output Entity 2 (
outputEntity2
) <TargetDestination
> -
Output Entity 3 (
outputEntity3
) <TargetDestination
> -
Output Entity 4 (
outputEntity4
) <TargetDestination
> -
Haptics Type (
hapticsType
) <Choices
>- Default
- None
-
Momentum Type (
momentumType
) <Choices
>- None
- Friction
- Spring Toward Snap Value
- Spring Away From Snap Value
-
Momentum Modifier (
momentumModifier
) <Float
> -
Snap Value (
snapValue
) <Float
> -
Ratchet Type (
ratchetType
) <Choices
>- Absolute
- Each Engage
-
Input Offset (
inputOffset
) <Float
> -
Engage Sound (
soundEngage
) <Sound
>
Name of the GameSound entry to play when remapper starts getting valid inputs. -
Disengage Sound (
soundDisengage
) <Sound
>
Name of the GameSound entry to play when remapper stops getting valid inputs. -
Value Zero Sound (
soundReachedValueZero
) <Sound
>
Name of the GameSound entry for the sound to play when reaching 0.0 interp value. -
Value One Sound (
soundReachedValueOne
) <Sound
>
Name of the GameSound entry for the sound to play when reaching 1.0 interp value. -
Moving Loop Sound (
soundMovingLoop
) <Sound
>
Name of the GameSound entry to update while moving between 0.0 and 1.0.
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. -
SetMomentumType <
Integer
>
Sets momentum type -
SetMomentumModifier <
Float
>
Sets momentum modifier -
SetSnapValue <
Float
>
Sets snap value -
SetEngageDistance <
Float
>
Sets engage distance -
SetDisengageistance <
Float
>
Sets disengage distance
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. -
Position <
Float
>
Fires when the interp value changes, passing the new position [0.0 .. 1.0] -
PositionDelta <
Float
>
Fires when the interp value changes, passing the change in position [-1.0 .. 1.0] -
OnReachedValueZero <
Void
>
Fires when the interp value hits 0.0 -
OnReachedValueOne <
Void
>
Fires when the interp value hits 1.0 -
OnReachedValueCustom <
Void
>
Fires when the interp value hits a custom specified value -
OnEngage <
Void
>
Fires when engaged due to enering the Engage Distance (and pressing USE if needed) -
OnDisengage <
Void
>
Fires when disengaged due to going beyond the Disengage Max Distance (or releasing USE if needed)
Point Entity
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. -
Update On Client (
updateOnClient
) <Boolean
> -
Input Position (
inputType
) <Choices
>- Player Shoot Position
- Player Shoot Position Around Axis
-
Remap Line Start (
remapLineStart
) <TargetDestination
> -
Remap Line End (
remapLineEnd
) <TargetDestination
> -
Custom Output Value (
customOutputValue
) <Float
> -
Max Interp Change Per Second (
maximumChangePerSecond
) <Float
> -
Disengage Max Distance (
maximumDistanceFromLine
) <Float
> -
Engage Distance (
engageDistance
) <Float
> -
Requires Use Key (
requiresUseKey
) <Choices
>- No
- Yes
-
Output Type (
outputType
) <Choices
>- Animation Cycle
- Rotation X
- Rotation Y
- Rotation Z
-
Output Entity (
outputEntity
) <TargetDestination
> -
Output Entity 2 (
outputEntity2
) <TargetDestination
> -
Output Entity 3 (
outputEntity3
) <TargetDestination
> -
Output Entity 4 (
outputEntity4
) <TargetDestination
> -
Haptics Type (
hapticsType
) <Choices
>- Default
- None
-
Momentum Type (
momentumType
) <Choices
>- None
- Friction
- Spring Toward Snap Value
- Spring Away From Snap Value
-
Momentum Modifier (
momentumModifier
) <Float
> -
Snap Value (
snapValue
) <Float
> -
Ratchet Type (
ratchetType
) <Choices
>- Absolute
- Each Engage
-
Input Offset (
inputOffset
) <Float
> -
Engage Sound (
soundEngage
) <Sound
>
Name of the GameSound entry to play when remapper starts getting valid inputs. -
Disengage Sound (
soundDisengage
) <Sound
>
Name of the GameSound entry to play when remapper stops getting valid inputs. -
Value Zero Sound (
soundReachedValueZero
) <Sound
>
Name of the GameSound entry for the sound to play when reaching 0.0 interp value. -
Value One Sound (
soundReachedValueOne
) <Sound
>
Name of the GameSound entry for the sound to play when reaching 1.0 interp value. -
Moving Loop Sound (
soundMovingLoop
) <Sound
>
Name of the GameSound entry to update while moving between 0.0 and 1.0.
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. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, 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. -
SetMomentumType <
Integer
>
Sets momentum type -
SetMomentumModifier <
Float
>
Sets momentum modifier -
SetSnapValue <
Float
>
Sets snap value -
SetEngageDistance <
Float
>
Sets engage distance -
SetDisengageistance <
Float
>
Sets disengage distance
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. Parameter is the inflictor. -
Position <
Float
>
Fires when the interp value changes, passing the new position [0.0 .. 1.0] -
PositionDelta <
Float
>
Fires when the interp value changes, passing the change in position [-1.0 .. 1.0] -
OnReachedValueZero <
Void
>
Fires when the interp value hits 0.0 -
OnReachedValueOne <
Void
>
Fires when the interp value hits 1.0 -
OnReachedValueCustom <
Void
>
Fires when the interp value hits a custom specified value -
OnEngage <
Void
>
Fires when engaged due to enering the Engage Distance (and pressing USE if needed) -
OnDisengage <
Void
>
Fires when disengaged due to going beyond the Disengage Max Distance (or releasing USE if needed)
Point Entity
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. -
Update On Client (
updateOnClient
) <Boolean
> -
Input Position (
inputType
) <Choices
>- Player Shoot Position
- Player Shoot Position Around Axis
-
Remap Line Start (
remapLineStart
) <TargetDestination
> -
Remap Line End (
remapLineEnd
) <TargetDestination
> -
Custom Output Value (
customOutputValue
) <Float
> -
Max Interp Change Per Second (
maximumChangePerSecond
) <Float
> -
Disengage Max Distance (
maximumDistanceFromLine
) <Float
> -
Engage Distance (
engageDistance
) <Float
> -
Requires Use Key (
requiresUseKey
) <Choices
>- No
- Yes
-
Output Type (
outputType
) <Choices
>- Animation Cycle
- Rotation X
- Rotation Y
- Rotation Z
-
Output Entity (
outputEntity
) <TargetDestination
> -
Output Entity 2 (
outputEntity2
) <TargetDestination
> -
Output Entity 3 (
outputEntity3
) <TargetDestination
> -
Output Entity 4 (
outputEntity4
) <TargetDestination
> -
Haptics Type (
hapticsType
) <Choices
>- Default
- None
-
Momentum Type (
momentumType
) <Choices
>- None
- Friction
- Spring Toward Snap Value
- Spring Away From Snap Value
-
Momentum Modifier (
momentumModifier
) <Float
> -
Snap Value (
snapValue
) <Float
> -
Ratchet Type (
ratchetType
) <Choices
>- Absolute
- Each Engage
-
Input Offset (
inputOffset
) <Float
> -
Engage Sound (
soundEngage
) <Sound
>
Name of the GameSound entry to play when remapper starts getting valid inputs. -
Disengage Sound (
soundDisengage
) <Sound
>
Name of the GameSound entry to play when remapper stops getting valid inputs. -
Value Zero Sound (
soundReachedValueZero
) <Sound
>
Name of the GameSound entry for the sound to play when reaching 0.0 interp value. -
Value One Sound (
soundReachedValueOne
) <Sound
>
Name of the GameSound entry for the sound to play when reaching 1.0 interp value. -
Moving Loop Sound (
soundMovingLoop
) <Sound
>
Name of the GameSound entry to update while moving between 0.0 and 1.0.
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. -
SetMomentumType <
Integer
>
Sets momentum type -
SetMomentumModifier <
Float
>
Sets momentum modifier -
SetSnapValue <
Float
>
Sets snap value -
SetEngageDistance <
Float
>
Sets engage distance -
SetDisengageistance <
Float
>
Sets disengage distance
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. -
Position <
Float
>
Fires when the interp value changes, passing the new position [0.0 .. 1.0] -
PositionDelta <
Float
>
Fires when the interp value changes, passing the change in position [-1.0 .. 1.0] -
OnReachedValueZero <
Void
>
Fires when the interp value hits 0.0 -
OnReachedValueOne <
Void
>
Fires when the interp value hits 1.0 -
OnReachedValueCustom <
Void
>
Fires when the interp value hits a custom specified value -
OnEngage <
Void
>
Fires when engaged due to enering the Engage Distance (and pressing USE if needed) -
OnDisengage <
Void
>
Fires when disengaged due to going beyond the Disengage Max Distance (or releasing USE if needed)