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snd_opvar_set_point

snd_opvar_set_point icon

Point Entity

Sets an opvar value on a library stack

Keyvalues

  • Stack Name (stackName) <String>
    The name of the stack the operator is in

  • Operator Name (operatorName) <String>
    The name of the operator the OpVar is in

  • OpVar Name (opvarName) <String>
    The name of the OpVar to change

  • Use Auto Compare (opvarUseAutoCompare) <Boolean>
    All entities that point to the same opvar and have this selected will automatically have their values compared and the largest set to the opvar value

  • OpVar Index (opvarArrayIndex) <Integer>
    Index of the OpVar array to set

  • Distance Map Minimum (distanceMapMin) <Float>
    Minimum value to map distance to

  • Distance Map Maximum (distanceMapMax) <Float>
    Maximum value to map distance to

  • Occlusion Radius (occlusionRadius) <Float>
    Size of the occlusion sphere

  • Minimum Occlusion (occlusionMin) <Float>
    Occlusion value when fully occluded

  • Maximum Occlusion (occlusionMax) <Float>
    Occlusion value when un-occluded

  • Simulation Mode (simulationMode) <Choices>
    Simulation Mode for occlusion check.

    • Source 2
    • Steam Audio Raycast
    • Steam Audio Volumetric
    • Steam Audio Pathing
    • Steam Audio Dynamic Pathing
  • Visibility Samples (visibilitySamples) <Integer>
    Number of samples to use for volumetric occlusion or dynamic pathing.

  • Set OpVar value when disabled (setToValueOnDisable) <Boolean>

  • Set to value on disable (disabledValue) <Float>
    Value to set the OpVar index to when disabled

  • Start Disabled (startDisabled) <Boolean>

  • Disable when out of range (autoDisable) <Boolean>

  • Source Entity Name (sourceEntityName) <TargetDestination>
    Name of the entity to check distance/occlusion from

  • Minimum Distance (distanceMin) <Float>
    Minimum distance to map the OpVar value to

  • Maximum Distance (distanceMax) <Float>
    Maximum distance to map the OpVar value to

  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent 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. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (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.

  • Local Angles (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.

  • Local 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.

  • 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.

  • Dynamic Entity Name (dynamicEntityName) <TargetDestination>
    Name of the dynamic prop_door_rotating_physics entity to check for dynamic factor calculation.

  • Dynamic Proxy Point (dynamicProxyPoint) <LocalPoint>
    Position of a proxy point across a dynamic point to use for visiblity calculation. Make sure to set the Occlusion Radius such that it is entirely on one side of the dynamic object.

  • Dynamic Maximum Occlusion (dynamicMaximumOcclusion) <Float>
    Value when the dynamic occlusion is considered fully unoccluded and return 1.

Inputs

  • SetSoundEventGUID <Integer>
    Start the sound event using a snd_event_point and pass its guid output to this.

  • SetStackName <String>
    Change the target stack name

  • SetOperatorName <String>
    Change the target operator name

  • SetOpvarName <String>
    Change the target opvar name

  • SetOpvarIndex <Integer>
    Change the target opvar index

  • Enable <Void>
    Enable the entity

  • Disable <Void>
    Disable the entity

  • SetDisabledValue <Void>
    Set the on-disable value for the player that causes this input

  • SetDistanceMapMin <Float>
    Set the min distance map value

  • SetDistanceMapMax <Float>
    Set the max distance map value

  • SetSourceEntity <String>
    Set the name of the entity to check distance/occlusion from. This check will follow the entity as it moves.

  • 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.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • 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.

Outputs

  • OnEnter <Void>
    Fired when the player enters the outer distance.

  • OnExit <Void>
    Fired when the player exits the outer distance.

  • 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.