POINT
logic_branch_listener
Contains a list of logic_branch entities and fires outputs when the state of any of the logic_branches changes.
This entity is used to fire an event when a set of conditions are all satisfied.
KeyValues
Logic Branch 01 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 02 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 03 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 04 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 05 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 06 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 07 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 08 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 09 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 10 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 11 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 12 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 13 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 14 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 15 <target_destination>
The name of one or more logic_branches (wildcards allowed).
Logic Branch 16 <target_destination>
The name of one or more logic_branches (wildcards allowed).
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'.
Inputs
Test <void>
Tests the state of all the logic_branches in the list and fires the appropriate output.
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.
Outputs
OnAllTrue <void>
Fired when all the logic_branches in the list become true.
OnAllFalse <void>
Fired when all the logic_branches in the list become false.
OnMixed <void>
Fired when one of the logic branches in the list changes, but some are true and some are false.
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.