Weapon portalgun

From Valve Developer Community

Table of contents

Entity description

This entity places a portal gun in a map that can be picked up and used as a weapon. It's used to open one or two portals in the game.

Availability

This point entity is exclusive to Portal.

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • fademindist [Episode One Update]
<float> Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
  • fademaxdist [Episode One Update]
<float> Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
  • fadescale [Episode One Update]
<float> If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
  • CanFirePortal1
<boolean> Can this portalgun create blue portals?
  • CanFirePortal2
<boolean> Can this portalgun create orange portals?

Flags

  • 1 : Start Constrained
Prevents the model from moving.
  • 2 : Deny player pickup (reserve for NPC) [Episode One Update]
  • 4 : Not puntable by Gravity Gun [Episode One Update]

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
  • ChargePortal1
Does charge up effect for mounted portalgun.
  • ChargePortal2
Does charge up effect for mounted portalgun.
  • FirePortal1
Projects portal 1 (blue) onto a wall in the facing direction of the gun.
  • FirePortal2
Projects portal 2 (orange) onto a wall in the facing direction of the gun.
  • FirePortalDirection1
<angle> Fires portal 1 (blue) in the specified direction.
  • FirePortalDirection2
<angle> Fires portal 2 (orange) in the specified direction.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnPlayerUse
Fires when the player +uses this weapon.
!activator = player
  • OnPlayerPickup
Fires when a player picks up this weapon.
!activator = player
  • OnNPCPickup
Fires when an NPC picks up this weapon.
!activator = NPC
  • OnFiredPortal1
Fires when the first (blue) portal is fired.
  • OnFiredPortal2
Fires when the second (orange) portal is fired.