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 (
0) - Player Shoot Position Around Axis (
1)
- Player Shoot Position (
-
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 (
0) - Yes (
1)
- No (
-
Output Type (
outputType) <Choices>- Animation Cycle (
0) - Rotation X (
1) - Rotation Y (
2) - Rotation Z (
3)
- Animation Cycle (
-
Output Entity (
outputEntity) <TargetDestination> -
Output Entity 2 (
outputEntity2) <TargetDestination> -
Output Entity 3 (
outputEntity3) <TargetDestination> -
Output Entity 4 (
outputEntity4) <TargetDestination> -
Haptics Type (
hapticsType) <Choices>- Default (
0) - None (
1)
- Default (
-
Momentum Type (
momentumType) <Choices>- None (
0) - Friction (
1) - Spring Toward Snap Value (
2) - Spring Away From Snap Value (
3)
- None (
-
Momentum Modifier (
momentumModifier) <Float> -
Snap Value (
snapValue) <Float> -
Ratchet Type (
ratchetType) <Choices>- Absolute (
0) - Each Engage (
1)
- Absolute (
-
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 (
0) - Player Shoot Position Around Axis (
1)
- Player Shoot Position (
-
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 (
0) - Yes (
1)
- No (
-
Output Type (
outputType) <Choices>- Animation Cycle (
0) - Rotation X (
1) - Rotation Y (
2) - Rotation Z (
3)
- Animation Cycle (
-
Output Entity (
outputEntity) <TargetDestination> -
Output Entity 2 (
outputEntity2) <TargetDestination> -
Output Entity 3 (
outputEntity3) <TargetDestination> -
Output Entity 4 (
outputEntity4) <TargetDestination> -
Haptics Type (
hapticsType) <Choices>- Default (
0) - None (
1)
- Default (
-
Momentum Type (
momentumType) <Choices>- None (
0) - Friction (
1) - Spring Toward Snap Value (
2) - Spring Away From Snap Value (
3)
- None (
-
Momentum Modifier (
momentumModifier) <Float> -
Snap Value (
snapValue) <Float> -
Ratchet Type (
ratchetType) <Choices>- Absolute (
0) - Each Engage (
1)
- Absolute (
-
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 (
0) - Player Shoot Position Around Axis (
1)
- Player Shoot Position (
-
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 (
0) - Yes (
1)
- No (
-
Output Type (
outputType) <Choices>- Animation Cycle (
0) - Rotation X (
1) - Rotation Y (
2) - Rotation Z (
3)
- Animation Cycle (
-
Output Entity (
outputEntity) <TargetDestination> -
Output Entity 2 (
outputEntity2) <TargetDestination> -
Output Entity 3 (
outputEntity3) <TargetDestination> -
Output Entity 4 (
outputEntity4) <TargetDestination> -
Haptics Type (
hapticsType) <Choices>- Default (
0) - None (
1)
- Default (
-
Momentum Type (
momentumType) <Choices>- None (
0) - Friction (
1) - Spring Toward Snap Value (
2) - Spring Away From Snap Value (
3)
- None (
-
Momentum Modifier (
momentumModifier) <Float> -
Snap Value (
snapValue) <Float> -
Ratchet Type (
ratchetType) <Choices>- Absolute (
0) - Each Engage (
1)
- Absolute (
-
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 (
0) - Player Shoot Position Around Axis (
1)
- Player Shoot Position (
-
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 (
0) - Yes (
1)
- No (
-
Output Type (
outputType) <Choices>- Animation Cycle (
0) - Rotation X (
1) - Rotation Y (
2) - Rotation Z (
3)
- Animation Cycle (
-
Output Entity (
outputEntity) <TargetDestination> -
Output Entity 2 (
outputEntity2) <TargetDestination> -
Output Entity 3 (
outputEntity3) <TargetDestination> -
Output Entity 4 (
outputEntity4) <TargetDestination> -
Haptics Type (
hapticsType) <Choices>- Default (
0) - None (
1)
- Default (
-
Momentum Type (
momentumType) <Choices>- None (
0) - Friction (
1) - Spring Toward Snap Value (
2) - Spring Away From Snap Value (
3)
- None (
-
Momentum Modifier (
momentumModifier) <Float> -
Snap Value (
snapValue) <Float> -
Ratchet Type (
ratchetType) <Choices>- Absolute (
0) - Each Engage (
1)
- Absolute (
-
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)