snd_opvar_set_auto_room
- Counter-Strike 2
- Dota 2
Point Entity
Analyzes a mostly enclosed space and defines walls and doorways within that space. Sets an opvar value on a library stack based on distance from the doorways
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> -
Minimum Distance (
distanceMin) <Float>
Minimum distance to map the OpVar value to -
Maximum Distance (
distanceMax) <Float>
Maximum distance to map the OpVar value to -
Size (radius) (
size) <Float>
Size of the room to analyze -
Height Tolerance (units) (
height_tolerance) <Float>
If the player's height and the raycast height are within this many units, the difference is ignored when performing distance calculations -
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.
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 -
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.
Point Entity
Analyzes a mostly enclosed space and defines walls and doorways within that space. Sets an opvar value on a library stack based on distance from the doorways
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> -
Minimum Distance (
distanceMin) <Float>
Minimum distance to map the OpVar value to -
Maximum Distance (
distanceMax) <Float>
Maximum distance to map the OpVar value to -
Size (radius) (
size) <Float>
Size of the room to analyze -
Height Tolerance (units) (
height_tolerance) <Float>
If the player's height and the raycast height are within this many units, the difference is ignored when performing distance calculations -
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.
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 -
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.