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point_value_remapper

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)