prop_glados_core
From Valve Developer Community
Contents |
Entity Description
Core of GlaDOS computer. Resemble little eyeballs with handles. These play lines and look around when near the player.
Availability
This point entity is exclusive to Portal.
Keyvalues
-
BasePropPhysics:
- Min Damage to Hurt
<int> - The prop will ignore any damage events if the damage is less than this amount.
- Shadow Cast Distance
<int> - Use this to override how far this object casts shadows. 0 means the default distance.
- Physics Impact Damage Scale
<float> - Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
- Impact damage type
<bool> - If true, damage type is sharp and the object can slice others.
- Damaging it Doesn't Push It
<bool> - Whether damaging the entity does applies force to it.
- Scale Factor For Inertia
<float> - Scales the angular mass of an object. Used to hack angular damage and collision response.
- Mass Scale
<float> - Multiplier for the object's mass.
- Override Parameters
<string> - A list of physics keyvalues that are usually embedded in the model. Format is
key,value,key,value,... - Health Level to Override Motion
<int> - If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion.
- Physics Impact Force to Override Motion
<float> - If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.
- puntsound
<string> - Sound to make when punted by the Gravity Gun.
Studiomodel:
- World Model
<string> - The model this entity should appear as. 128-character limit.
- Skin
<int> - Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
BreakableProp:
- Pressure Delay
<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Breakable:
- Explosion Damage
<float> - Explosion Radius
<float> - If both values are non-zero, when the entity breaks it will create an explosion causing the specified amount of damage over the specified radius.
- Performance Mode
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- Normal
- Limit Gibs
- Full Gibs on All Platforms
DamageFilter:
- Damage Filter
<targetname> - Name of the filter_damage_type that controls what damages this entity.
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
BaseFadeProp:
- Start Fade Dist
<float> - End Fade Dist
<float> - Distances at which the prop start and finish fading.
- If start fade is <0, the prop will disappear instantly when end fade is hit.
- If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
- The values will scale appropriately if the prop is in a 3D Skybox.
- Fade Scale
<float> - If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether.
DXLevelChoice:
- Minimum DX Level
<choices> - Maximum DX Level
<choices> - The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
- Default (no bounding)
- DX7
- DX8
- DX8.1
- DX9 SM2
- DX9 SM3
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
Global:
- 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 global names matching entities in the previous map will have the previous map's state copied over to them.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
- CoreType
- <choices> Which personality VO set the core is set to.
Literal Value Description 0 Curious 1 Aggressive 2 Crazy 3 None
- DelayBetweenLines
- <float> When the core is talking, this is the number of seconds delay between its spoken lines.
Flags
- Start Asleep
- Don't take physics damage
- Debris - Don't collide with the player or other debris
- Motion Disabled
- Break on Touch
- Break on Pressure
- Enable motion on Physcannon grab
- Not affected by rotor wash
- Generate output on +USE
- Prevent pickup
- Prevent motion enable on player bump
- Debris with trigger interaction
- Force server-side (Multiplayer only; see sv_pushaway_clientside_size.)
- Physgun can ALWAYS pick up. No matter what.
Inputs
- Break
- Breaks the breakable completely. This will make the entity act like a normal func_breakable. If you wish to maintain the shattering behaviour/appearance, consider using the Shatter input below with a large radius value.
- SetHealth <integer>
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- AddHealth <integer>
- Adds health to the breakable. If the breakable's health reaches zero it will break.
- RemoveHealth <integer>
- Removes health from the breakable. If the breakable's health reaches zero it will break.
- EnablePhyscannonPickup
- Makes the breakable able to picked up by the physcannon.
- DisablePhyscannonPickup
- Makes the breakable not able to picked up by the physcannon.
- Ignite
- Ignite the target entity.
-
DamageFilter:
-
SetDamageFilter <targetname> - Sets the entity to use as damage filter. Pass an empty string ("") to clear.
-
BasePropPhysics:
-
Wake -
Sleep - Manually take the prop in or out of sleep mode. Props sleep after coming to rest and wake if affected by an external force.
-
EnableMotion -
DisableMotion - Props with motion disabled will not move under any circumstances.
-
DisableFloating - Disable fluid/floating simulation.
-
SetBodyGroup <int> - Set this prop's body group.
-
physdamagescale <float> - Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
-
EnableDamageForces -
DisableDamageForces - Whether damaging the entity does applies force to it.
-
EnablePuntSound -
DisablePuntSound - Allow/prevent this prop from playing its own sound when punted
Studiomodel:
-
Skin <int> - Changes the model's skin to the specified number.
-
SetBodyGroup <int> - Set the model's body group.
-
EnableShadow -
DisableShadow - Control the model's cheap render-to-texture shadow.
-
AlternativeSorting <bool> - Used to attempt to fix sorting problems when rendering.
To do: What is the effect?
Breakable:
-
Break - Removes the entity from the server and creates its gibs on the client.
-
SetHealth <int> - Sets the breakable's health (zero means break).
-
AddHealth <int> -
RemoveHealth <int> - Adds to/removes from the breakable's health.
-
EnablePhyscannonPickup -
DisablePhyscannonPickup - Allows/prevents the Gravity Gun to pick the breakable up.
-
SetMass <float> - Set mass of this object.
To do: In what unit?
DamageFilter:
-
SetDamageFilter <targetname> - Sets the entity to use as damage filter. Pass an empty string ("") to clear.
Shadow:
- EnableShadow
- DisableShadow
- Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
- EnableDamageForces (New with Orange Box)
- DisableDamageForces (New with Orange Box)
- Panic
- Core is near death, panic.
- StartTalking
- Start playing lines, play looking animations.
Outputs
- OnBreak
- OnHealthChanged
- OnIgnite
- OnPhysCannonDetach
-
BasePropPhysics:
-
OnMotionEnabled - Motion has been enabled on the prop, either via the "Health Level to Override Motion" keyvalue or from the
EnableMotioninput. -
OnAwakened - The prop has woken (force has been applied to it while it was asleep, or the
wakeinput has been called). -
OnPhysGunOnlyPickup - Player has picked the prop up with the Gravity Gun.
-
OnPlayerPickup - Player has picked the prop up with +USE or the Gravity Gun.
-
OnPhysGunDrop - Player has dropped the prop (from either hands or Gravity Gun). (activator is the player)
-
OnPlayerUse - Player has +USEd the prop. (activator is the player)
Note:This output will fire only if the "Generate output on +USE" spawnflag is set. -
OnOutOfWorld(New with Orange Box) - Not in a leaf?
-
OnHealthChanged(New with Orange Box) -
OnTakeDamage(New with Orange Box)
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- OnPlayerPickup
- Player picked up core.

