info_node_link
- Half-Life: Alyx
- Steam VR
Point Entity
A dynamic connection between two navigation nodes. You specify the node IDs of the start and end nodes, and then you can use entity I/O to turn on and off the connection. This could be used to create or destroy a connection in the nodegraph because of some event in your map (a bridge being created/destroyed, etc).
Keyvalues
-
Force human AI Hull (
aihull_human) <Boolean> -
Force small_centered AI Hull (
aihull_small_centered) <Boolean> -
Force wide_human AI Hull (
aihull_wide_human) <Boolean> -
Force tiny AI Hull (
aihull_tiny) <Boolean> -
Force medium AI Hull (
aihull_medium) <Boolean> -
Force tiny_centered AI Hull (
aihull_tiny_centered) <Boolean> -
Force large AI Hull (
aihull_large) <Boolean> -
Force large_centered AI Hull (
aihull_large_centered) <Boolean> -
Force medium_tall AI Hull (
aihull_medium_tall) <Boolean> -
Initial State (
initialstate) <Choices>- Off - navigation between the nodes is disabled (
0) - On - navigation between the nodes is enabled (
1)
- Off - navigation between the nodes is disabled (
-
Allow Pass When Off (
AllowUse) <String>
Entity or class to allow passage even when node is off. -
Invert exclusion rules (
InvertAllow) <Boolean>
Allowed entity is the only entity NOT allowed when this is checked. -
Priority (
priority) <Choices>- Normal (
0) - Use As Last Resort (
1)
- Normal (
-
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 node ID (
StartNode) <NodeDest>
The node ID of one end of the node connection. -
End node ID (
EndNode) <NodeDest>
The node ID of one end of the node connection. -
Type of Connection (
linktype) <Choices>- Ground (
1) - Jump (
2) - Fly (
4) - Climb (
8) - Crawl (
16)
- Ground (
-
Precise Movement (
preciseMovement) <Boolean>
Movement through this link must be precise. Used for NPCs that have sloppy movement characteristics to move through things like doors or windows
Inputs
-
TurnOn <
Void>
Turn the link on, enabling travel between the nodes. -
TurnOff <
Void>
Turn the link off, disabling travel between the nodes. -
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. -
TurnOn <
Void>
Turn the link on. -
TurnOff <
Void>
Turn the link off.
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.
Point Entity
A dynamic connection between two navigation nodes. You specify the node IDs of the start and end nodes, and then you can use entity I/O to turn on and off the connection. This could be used to create or destroy a connection in the nodegraph because of some event in your map (a bridge being created/destroyed, etc).
Keyvalues
-
Force human AI Hull (
aihull_human) <Boolean> -
Force small_centered AI Hull (
aihull_small_centered) <Boolean> -
Force wide_human AI Hull (
aihull_wide_human) <Boolean> -
Force tiny AI Hull (
aihull_tiny) <Boolean> -
Force medium AI Hull (
aihull_medium) <Boolean> -
Force tiny_centered AI Hull (
aihull_tiny_centered) <Boolean> -
Force large AI Hull (
aihull_large) <Boolean> -
Force large_centered AI Hull (
aihull_large_centered) <Boolean> -
Force medium_tall AI Hull (
aihull_medium_tall) <Boolean> -
Initial State (
initialstate) <Choices>- Off - navigation between the nodes is disabled (
0) - On - navigation between the nodes is enabled (
1)
- Off - navigation between the nodes is disabled (
-
Allow Pass When Off (
AllowUse) <String>
Entity or class to allow passage even when node is off. -
Invert exclusion rules (
InvertAllow) <Boolean>
Allowed entity is the only entity NOT allowed when this is checked. -
Priority (
priority) <Choices>- Normal (
0) - Use As Last Resort (
1)
- Normal (
-
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 node ID (
StartNode) <NodeDest>
The node ID of one end of the node connection. -
End node ID (
EndNode) <NodeDest>
The node ID of one end of the node connection. -
Type of Connection (
linktype) <Choices>- Ground (
1) - Jump (
2) - Fly (
4) - Climb (
8) - Crawl (
16)
- Ground (
-
Precise Movement (
preciseMovement) <Boolean>
Movement through this link must be precise. Used for NPCs that have sloppy movement characteristics to move through things like doors or windows
Inputs
-
TurnOn <
Void>
Turn the link on, enabling travel between the nodes. -
TurnOff <
Void>
Turn the link off, disabling travel between the nodes. -
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. -
TurnOn <
Void>
Turn the link on. -
TurnOff <
Void>
Turn the link off.
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.