Prop weighted cube: Difference between revisions
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Note:Frankenturrets are their own entity, prop_monster_box.
Tip:TeamSpen210's Hammer Addons allow this entity to accurately display all cube types in Hammer, as well as custom models.
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[[File:portal2_cube_types.jpg|thumb|right|500px|Types of the Aperture Science Weighted Storage Cube.]] | [[File:portal2_cube_types.jpg|thumb|right|500px|Types of the Aperture Science Weighted Storage Cube.]] | ||
{{ | {{this is a|model entity|name=prop_weighted_cube|game=Portal 2}} It represents the various kinds of Weighted storage cubes, including the Discouragement Redirection Cube that redirects [[Thermal Discouragement Beam]]s. It can be painted with [[gel]]. | ||
{{note|Frankenturrets are their own entity, | {{note|Frankenturrets are their own entity, {{ent|prop_monster_box}}.}} | ||
{{tip|[https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons] allow this entity to accurately display all cube types in Hammer, as well as custom models.}} | {{tip|[https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons] allow this entity to accurately display all cube types in Hammer, as well as custom models.}} | ||
==Keyvalues== | == Keyvalues == | ||
{{KV|Cube Type|choices|Cube model type.}} | {{KV Targetname}} | ||
{{KV|Cube Type|intn=CubeType|choices|Cube model type.}} | |||
:* 0 : Standard | :* 0 : Standard | ||
:* 1 : Companion | :* 1 : Companion | ||
Line 14: | Line 16: | ||
:* 5 : Schrödinger's Cube {{only|{{P2CE}}}} | :* 5 : Schrödinger's Cube {{only|{{P2CE}}}} | ||
:* 6 : Custom model ({{Not in FGD}}) | :* 6 : Custom model ({{Not in FGD}}) | ||
{{KV|Skin Type|choices|Which skin variant to use. Only Standard and Reflection cubes have rusted skins.}} | {{KV|Skin Type|intn=SkinType|choices|Which skin variant to use. Only Standard and Reflection cubes have rusted skins.}} | ||
:* 0 : Clean | :* 0 : Clean | ||
:* 1 : Rusted | :* 1 : Rusted | ||
{{KV|model|string|nofgd=1|If Cube Type is set to 6, this is the model to use. Swap to a normal type OnMapSpawn using AddOutput to ensure gel skins behave correctly.}} | {{KV|Custom model|intn=model|string|nofgd=1|If Cube Type is set to 6, this is the model to use. Swap to a normal type OnMapSpawn using AddOutput to ensure gel skins behave correctly.}} | ||
{{KV|Paint Power|choices|The cube's starting paint type.}} | {{KV|Paint Power|intn=PaintPower|choices|The cube's starting paint type.}} | ||
:* 0 : Bounce | :* 0 : Bounce | ||
:* 2 : Speed | :* 2 : Speed | ||
:* 3 : Portal | :* 3 : Portal | ||
:* 4 : None | :* 4 : None | ||
{{KV|Skin (OLD)|choices|Cube skin, old method | {{KV|Skin (OLD)|intn=skin|choices|Use Cube Type instead. Cube skin, old method. This appears to just set specific Cube Types on spawn.|deprecated=1}} | ||
:* 0 : Standard | :* 0 : Standard | ||
:* 1 : Companion | :* 1 : Companion | ||
:* 2 : Standard Activated | :* 2 : Standard Activated | ||
::{{bug|Non-functional. Produces a companion cube.}} | ::{{bug|hidetested=1|Non-functional. Produces a companion cube.}} | ||
:* 3 : Reflective | :* 3 : Reflective | ||
:* 4 : Sphere | :* 4 : Sphere | ||
:* 5 : Antique | :* 5 : Antique | ||
{{KV|Use new skins|boolean|Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.}} | {{KV|Use new skins|intn=NewSkins|boolean|Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.}} | ||
{{KV|Allow [[Portal Funneling]]|boolean|Whether or not this object should auto-funnel into a portal. | {{KV|Allow [[Portal Funneling]]|intn=allowfunnel|boolean|Whether or not this object should auto-funnel into a portal.}} | ||
{{KV Reflection}} | {{KV Reflection}} | ||
==Inputs== | == Inputs == | ||
{{ | {{I|EnablePortalFunnel|Enable portal funneling behavior.}} | ||
{{ | {{I|DisablePortalFunnel|Disable portal funneling behavior.}} | ||
{{ | {{I|Dissolve|Dissolves the cube.}} | ||
{{ | {{I|SilentDissolve|Kills the cube and fires its OnFizzled output.}} | ||
{{ | {{I|PreDissolveJoke|Calls the VScript function <code>CoopCubeFizzle()</code> on <code>@glados</code>. Used in <code>mp_coop_multifling_1</code> when the cubes fall in the goo. Seemingly useless, as this could have been done by using FireUser inputs or just directly calling the function from the trigger.}} | ||
{{ | {{I|ExitDisabledState|Exits the disabled state of a reflective cube.}} | ||
{{ | {{I|EmitLaser|Turn laser on or off.|param=boolean|only={{P2CE}}}} | ||
{{I Reflection}} | {{I Reflection}} | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|OnFizzled|Fired when a cube is fizzled.}} | ||
{{ | {{O|OnOrangePickUp|Orange picked up the cube.}} | ||
{{ | {{O|OnBluePickUp|Blue picked up the cube.}} | ||
{{ | {{O|OnPlayerPickup|Player picked up the cube.}} | ||
{{ | {{O|OnPhysGunDrop|Player dropped the cube.}} | ||
{{ | {{O|OnPainted|Fired when the cube is painted with gel. {{note|In {{P2CE}}, the paint type enum value is passed as the parameter.}}}} | ||
{{ | {{O|OnPowered|Fired when the cube is powered by a laser.|only={{P2CE}}}} | ||
{{ | {{O|OnUnpowered|Fired when the cube is no longer powered by a laser.|only={{P2CE}}}} | ||
[[Category:Prop entities|weighted cube]] |
Latest revision as of 02:21, 6 June 2025
prop_weighted_cube
is a model entity available in Portal 2. It represents the various kinds of Weighted storage cubes, including the Discouragement Redirection Cube that redirects Thermal Discouragement Beams. It can be painted with gel.


Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Cube Type (CubeType) <choices>
- Cube model type.
- 0 : Standard
- 1 : Companion
- 2 : Reflective
- 3 : Sphere
- 4 : Antique
- 5 : Schrödinger's Cube (only in
)
- 6 : Custom model (!FGD)
- Skin Type (SkinType) <choices>
- Which skin variant to use. Only Standard and Reflection cubes have rusted skins.
- 0 : Clean
- 1 : Rusted
- Custom model (model) <string> !FGD
- If Cube Type is set to 6, this is the model to use. Swap to a normal type OnMapSpawn using AddOutput to ensure gel skins behave correctly.
- Paint Power (PaintPower) <choices>
- The cube's starting paint type.
- 0 : Bounce
- 2 : Speed
- 3 : Portal
- 4 : None
Skin (OLD) (skin) <choices>- Deprecated.
Use Cube Type instead. Cube skin, old method. This appears to just set specific Cube Types on spawn.- 0 : Standard
- 1 : Companion
- 2 : Standard Activated
Bug:Non-functional. Produces a companion cube.
- 3 : Reflective
- 4 : Sphere
- 5 : Antique
- Use new skins (NewSkins) <boolean>
- Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.
- Allow Portal Funneling (allowfunnel) <boolean>
- Whether or not this object should auto-funnel into a portal.
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
Inputs
- EnablePortalFunnel
- Enable portal funneling behavior.
- DisablePortalFunnel
- Disable portal funneling behavior.
- Dissolve
- Dissolves the cube.
- SilentDissolve
- Kills the cube and fires its OnFizzled output.
- PreDissolveJoke
- Calls the VScript function
CoopCubeFizzle()
on@glados
. Used inmp_coop_multifling_1
when the cubes fall in the goo. Seemingly useless, as this could have been done by using FireUser inputs or just directly calling the function from the trigger.
- ExitDisabledState
- Exits the disabled state of a reflective cube.
- EmitLaser <boolean > (only in
)
- Turn laser on or off.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Outputs
- OnFizzled
- Fired when a cube is fizzled.
- OnOrangePickUp
- Orange picked up the cube.
- OnBluePickUp
- Blue picked up the cube.
- OnPlayerPickup
- Player picked up the cube.
- OnPhysGunDrop
- Player dropped the cube.
- OnPainted
- Fired when the cube is painted with gel.