TRACK keyframe_rope

A node entity that marks a point in a rope. Traditionally, one move_rope is used to start the chain and then is followed by one or more keyframe_rope entities. However they are freely interchangeable.

KeyValues

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inherited from RopeKeyFrame

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Auto Resize 1

Next Rope <target_destination>

Name of the next rope along this path.

Slack <integer> = 25

How much extra length the rope has (by default it has the length between its two endpoints in the editor).

Type <choices> = Rope (0)

No description provided.

Possible Values:

Name Value
Rope 0
Semi-rigid 1
Rigid 2

Subdivision <integer> = 2

Number of subdivisions between each rope segment. Maximum value is 8. Higher values make smoother ropes, but are slower to render.

Barbed <boolean> = No

Test effect that makes the rope look sharper and more barbed.

Width (1-64) <float> = 2

Width of the rope.

Texture Scale <float> = 1

This changes the texture resolution. The default resolution is 4 pixels per unit. Larger values stretch the texture and smaller values scrunch it up.

Collide with world <boolean> = No

No description provided.

Start Dangling <choices> = Start Attached (0)

When set to Yes, the rope starts out detached from its target endpoint.

Possible Values:

Name Value
Start Attached 0
Start Dangling 1

Breakable <choices> = Indestructible (0)

When set to yes, the rope can be detached from either endpoint when shot.

Possible Values:

Name Value
Indestructible 0
Breakable 1

Rope Material <material> = cable/cable.vmt

The material to use when rendering the rope.

Wind <choices> = Ignore Wind (0)

Is the rope affected by wind?

Possible Values:

Name Value
Ignore Wind 0
Affected by Wind 1

Speed (unused) <integer> = 64

No description provided.

Position Interpolator <integer> = 2

Curve Type. Currently only Rope is fully supported.

Inherited from SystemLevelChoice

Minimum CPU Level <choices> = default (low) (0)

No description provided.

Possible Values:

Name Value
default (low) 0
low 1
medium 2
high 3

Maximum CPU Level <choices> = default (high) (0)

No description provided.

Possible Values:

Name Value
default (high) 0
low 1
medium 2
high 3

Minimum GPU Level <choices> = default (very low) (0)

No description provided.

Possible Values:

Name Value
default (very low) 0
very low 1
low 2
medium 3
high 4

Maximum GPU Level <choices> = default (high) (0)

No description provided.

Possible Values:

Name Value
default (high) 0
very low 1
low 2
medium 3
high 4

Inputs

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

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.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. 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.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Inherited from RopeKeyFrame

SetScrollSpeed <float>

Set the speed at which the texture scrolls.

SetForce <vector>

Apply a force instantaneously to the rope. The parameter should be a vector containing the force to be applied (X Y Z).

Break <void>

Break the rope, if it's marked to do so.

Outputs

Inherited from BaseEntityPoint

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.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.