Prop glados core: Difference between revisions

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[[File:CrazyCakeyCuriousandMean.jpg|thumb|right|150px|GlaDOS Personality Core.]]
{{CD|CPropGladosCore|file1=prop_glados_core.cpp}}
[[File:CrazyCakeyCuriousandMean.jpg|thumb|right|150px|GLaDOS Personality Core.]]
{{this is a|model entity|series=Portal|name=prop_glados_core}} It is a personality core of [[GLaDOS]], used during the final battle. It resembles a human eyeball with handles attached to it. They play dialogue and look around when near the player.


{{portal series point|prop_glados_core}}
See {{ent|npc_personality_core}} for the entity used for cores in Portal 2.


==Entity Description==
{{altnames|game=[[Portal 2]]|name1=prop_personality_sphere}}
Core of [[GLaDOS]] computer. It resemble the human eyeball with handles attached to it. These play dialogue and look around when near the player.
{{bug|In Portal 2, this entity uses the Portal 2 core model with no animations. The voice lines will still play if ported from the first game.}}


The Portal 2 version of this entity is [[npc_personality_core]], though this entity is still available in the Portal 2 codebase.
== Keyvalues ==
{{KV Targetname}}
{{KV|Core Personality|intn=CoreType|integer choices|Which personality VO set the core is set to.}}
:* 0 : Curious
:* 1 : Aggressive
:* 2 : Crazy
:* 3 : None
{{KV|Pause (in secs) between VO Lines.|intn=DelayBetweenLines|float|When the core is talking, this is the number of seconds delay between it's spoken lines.}}


==Keyvalues==
== Inputs ==
* {{KV BasePropPhysics}}
{{I|Panic|Core is near death, panic.}}
* '''CoreType'''
{{I|StartTalking|Start playing lines, play looking animations.}}
: <choices> Which personality VO set the core is set to.
:{| class=standard-table
! 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==
== Outputs ==
{{Fl BasePropPhysics}}
{{O|OnPlayerPickup|Player picked up core.}}


== 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 [[weapon_physcannon|physcannon]].
*'''DisablePhyscannonPickup'''
:Makes the breakable not able to picked up by the physcannon.
*'''Ignite'''
:Ignite the target entity.
* {{I DamageFilter}}
* {{I BasePropPhysics}}
* {{I Damage}}
* '''Panic'''
: Core is near death, panic.
* '''StartTalking'''
: Start playing lines, play looking animations.


== Outputs ==
{{OtherKIO|prop_physics}}
* '''OnBreak'''
* '''OnHealthChanged'''
* '''OnIgnite'''
* '''OnPhysCannonDetach'''
* {{O BasePropPhysics}}
* '''OnPlayerPickup'''
: Player picked up core.


== See Also ==
== See also ==
* [[prop_physics]]
* [[prop_physics]]
[[Category:Prop entities|glados core]]

Latest revision as of 04:34, 19 May 2025

C++ Class hierarchy
CPropGladosCore
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ prop_glados_core.cpp
GLaDOS Personality Core.

prop_glados_core is a model entity available in Portal series Portal series. It is a personality core of GLaDOS, used during the final battle. It resembles a human eyeball with handles attached to it. They play dialogue and look around when near the player.

See npc_personality_core for the entity used for cores in Portal 2.

AltNames.pngAltNames: In Portal 2, this entity is also tied to prop_personality_sphere.
Icon-Bug.pngBug:In Portal 2, this entity uses the Portal 2 core model with no animations. The voice lines will still play if ported from the first game.  [todo tested in ?]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Core Personality (CoreType) <integer choices>
Which personality VO set the core is set to.
  • 0 : Curious
  • 1 : Aggressive
  • 2 : Crazy
  • 3 : None
Pause (in secs) between VO Lines. (DelayBetweenLines) <float>
When the core is talking, this is the number of seconds delay between it's spoken lines.

Inputs

Panic
Core is near death, panic.
StartTalking
Start playing lines, play looking animations.

Outputs

OnPlayerPickup
Player picked up core.


Note.pngNote:Other Keyvalues / Inputs / Outputs are same as prop_physics.

See also