idInteractable
An entity that is interactable with a melee input.
Skull Switch
entity {
entityDef interact_use_panel_sentinel_skull_switch_1 {
inherit = "interact/use_panel/sentinel_skull_switch";
class = "idInteractable";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = true;
disableAIPooling = false;
edit = {
whenToSave = "SGT_CHECKPOINT";
clipModelInfo = {
type = "CLIPMODEL_BOX";
size = {
x = 0.75;
y = 1.20000005;
z = 1.95000005;
}
}
interaction = {
initalState = "interactables/console/sentinel_skull_switch/sentinel_skull_idle";
interactionGraph = "interactables/console";
stateData = {
num = 6;
item[0] = {
stateName = "interactables/console/sentinel_skull_switch/sentinel_skull_activate";
}
item[1] = {
stateName = "interactables/console/sentinel_skull_switch/sentinel_skull_activate_repeat";
}
item[2] = {
stateName = "interactables/console/sentinel_skull_switch/sentinel_skull_idle";
}
item[3] = {
stateName = "interactables/console/sentinel_skull_switch/sentinel_skull_idle_repeat";
}
item[4] = {
stateName = "interactables/console/sentinel_skull_switch/sentinel_skull_used";
}
item[5] = {
stateName = "interactables/console/sentinel_skull_switch/sentinel_skull_used_repeat";
}
}
transitionData = {
num = 6;
item[0] = {
transitionName = "sentinel_skull_activate_To_sentinel_skull_idle";
additionalWaitMs = 250;
}
item[1] = {
transitionName = "sentinel_skull_activate_repeat_To_sentinel_skull_idle_repeat";
additionalWaitMs = 250;
}
item[2] = {
transitionName = "sentinel_skull_usable_To_sentinel_skull_used";
}
item[3] = {
transitionName = "sentinel_skull_usable_repeat_To_sentinel_skull_used_repeat";
}
item[4] = {
transitionName = "sentinel_skull_used_To_sentinel_skull_idle";
additionalWaitMs = 250;
}
item[5] = {
transitionName = "sentinel_skull_used_repeat_To_sentinel_skull_idle_repeat";
additionalWaitMs = 2000;
}
}
animWebDecl = "animweb/interact/skull_switch_sentinel/skull_switch_sentinel_interact";
}
touchData = {
triggerDef = "trigger/interact/use_panel";
}
activateTargetsOnUse = false;
stateColors = {
num = 6;
item[0] = {
color = {
g = 0.0588235036;
b = 0.0588235036;
}
colorScale = 5;
state = "sentinel_skull_activate";
}
item[1] = {
color = {
g = 0.0588235036;
b = 0.0588235036;
}
colorScale = 5;
state = "sentinel_skull_activate_repeat";
}
item[2] = {
color = {
r = 0.196078002;
b = 0.0392156988;
}
colorScale = 5;
state = "sentinel_skull_idle";
}
item[3] = {
color = {
r = 0.196078002;
b = 0.0392156988;
}
colorScale = 5;
state = "sentinel_skull_idle_repeat";
}
item[4] = {
color = {
r = 0;
g = 0;
b = 0;
}
colorScale = 0;
state = "sentinel_skull_used";
}
item[5] = {
color = {
g = 0.0588235036;
b = 0.0588235036;
}
colorScale = 5;
state = "sentinel_skull_used_repeat";
}
}
activateTargetsOnEndInteraction = true;
thirdPersonInteractionData = {
thirdPersonInteractionType = "PLAYER_MECHANIC_THIRD_PERSON_INTERACT_TYPE_BUTTON";
}
renderModelInfo = {
model = "md6def/objects/interact/skull_switch_sentinel/skull_switch_sentinel.md6";
}
spawnPosition = {
x = 1;
y = 1;
z = 1;
}
spawnOrientation = {
mat = {
mat[0] = {
x = 0;
y = 1;
}
mat[1] = {
x = -1;
y = 0;
}
}
}
targets = { // activates these entities on interact
num = 1;
item[0] = "activate_something_1";
}
}
}
}