Prop wall projector: Difference between revisions

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(How to prevent lag spikes when light bridges are turned on.)
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[[File:prop_wall_projector.jpg|right|thumb|In-game screenshot of a prop_wall_projector.]]
[[File:prop_wall_projector.jpg|right|thumb|In-game screenshot of a prop_wall_projector.]]


{{Portal2 point|prop_wall_projector}} It is an emitter of a [[Hard Light Surface]].
{{this is a|model entity|game=Portal 2|name=prop_wall_projector}} It is a model that emits a [[Hard Light Surface]] (<code>[[projected_wall_entity]]</code>).
{{Bug|Hard Light bridges do not precache the 'projected_wall_impact' particle, which causes a lag spike when they are first enabled. Place an info_particle-system anywhere in the map set to this particle will prevent the lab spike.}}
{{Bug|Hard Light bridges do not precache the 'projected_wall_impact' particle, which causes a lag spike when they are first enabled. Place an <code>[[info_particle_system]]</code> anywhere in the map set to this particle to prevent the lag spike.}}


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV Targetname}}
{{KV|Skin|intn=skin|integer|nofgd=1}}
: The skin to use.
:* 0 : Clean
:* 1 : Rusted
{{KV Angles}}
{{KV Angles}}
{{KV BaseProjector}}
{{KV BaseProjector}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I BaseProjector}}
{{I BaseProjector}}


==Outputs==
 
{{O Targetname}}
[[Category:Prop entities|wall projector]]

Latest revision as of 01:53, 30 June 2025

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In-game screenshot of a prop_wall_projector.

prop_wall_projector is a model entity available in Portal 2 Portal 2. It is a model that emits a Hard Light Surface (projected_wall_entity).

Icon-Bug.pngBug:Hard Light bridges do not precache the 'projected_wall_impact' particle, which causes a lag spike when they are first enabled. Place an info_particle_system anywhere in the map set to this particle to prevent the lag spike.  [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

Skin (skin) <integer> !FGD
The skin to use.
  • 0 : Clean
  • 1 : Rusted
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

BaseProjector:

Start Enabled (StartEnabled) <boolean>
If the projector should start enabled.
Disable Placement Helper (DisableHelper) <boolean>
Disable the automatically-created placement helper to prevent it from fighting with a custom one.

Inputs

BaseProjector:
Enable
Enables projection from this projector.
Disable
Disables projection from this projector.