Comp trigger p2 goo: Difference between revisions
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(Created page with "{{P2CE topicon}} {{lang|Comp trigger p2 goo}} {{Entity|comp_trigger_p2_goo|type=e1|game=Portal 2: Community Edition}} It is a trigger that bundles together the typical functio...") |
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{{P2CE topicon}} | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{P2CE topicon}} | ||
{{lang | {{lang}}{{this is a|point entity|internal=1|name=comp_trigger_p2_goo|game=Portal 2: Community Edition}} It is a trigger that bundles together the typical functions of normal {{portal2|3}} goo, such as killing the player, removing physics objects, and loading a desired save. | ||
{{ | |||
==Keyvalues== | == Keyvalues == | ||
{{KV|Enable Fade|intn=enablefade|integer|Use a player_loadsaved to fade out the view as the player falls/drowns. Otherwise, just kill the player with a trigger_hurt.}} | {{KV|Enable Fade|intn=enablefade|integer|Use a player_loadsaved to fade out the view as the player falls/drowns. Otherwise, just kill the player with a trigger_hurt.}} | ||
{{KV|Fade Color - Preset|intn=fadepreset|color255|Use a preset color for the fade.}} | {{KV|Fade Color - Preset|intn=fadepreset|color255|Use a preset color for the fade.}} | ||
Line 9: | Line 8: | ||
{{KV|Fade Time|intn=fadetime|integer|The number of seconds the fade takes to fully occur.}} | {{KV|Fade Time|intn=fadetime|integer|The number of seconds the fade takes to fully occur.}} | ||
{{KV|Physics Offset|intn=phys_offset|integer|The distance below the hurt trigger to place the dissolving trigger. This ensures objects are hidden by the goo/fog before being destroyed.}} | {{KV|Physics Offset|intn=phys_offset|integer|The distance below the hurt trigger to place the dissolving trigger. This ensures objects are hidden by the goo/fog before being destroyed.}} | ||
{{KV|Failsafe delay|intn=failsafe_delay| | {{KV|Failsafe delay|intn=failsafe_delay|integer|Delay after which non-cube entities will be killed}} | ||
{{KV|Physics Filter|intn=dissolve_filter|targetname|Set to filter entity to prevent certain entities from dissolving.}} | {{KV|Physics Filter|intn=dissolve_filter|targetname|Set to filter entity to prevent certain entities from dissolving.}} | ||
{{KV Trigger}} | {{KV Trigger}} | ||
{{KV Targetname}} | {{KV Targetname}} | ||
==Flags== | == Flags == | ||
{{ | {{Fl trigger}} | ||
==Inputs== | == Inputs == | ||
{{I Trigger}} | {{I Trigger}} | ||
{{I Trigger Chaos}} | {{I Trigger Chaos}} | ||
==Outputs== | == Outputs == | ||
{{O Trigger}} | {{O Trigger}} | ||
==See | == See also == | ||
*{{ | * {{Ent|trigger_hurt}} |
Latest revision as of 20:10, 17 May 2024


comp_trigger_p2_goo
is an internal point entity available in Portal 2: Community Edition. It is a trigger that bundles together the typical functions of normal Portal 2 goo, such as killing the player, removing physics objects, and loading a desired save.
Keyvalues
- Enable Fade (enablefade) <integer>
- Use a player_loadsaved to fade out the view as the player falls/drowns. Otherwise, just kill the player with a trigger_hurt.
- Fade Color - Preset (fadepreset) <color255>
- Use a preset color for the fade.
- Fade Color - Custom (fadecolor) <color255>
- Specify your own fade color instead.
- Fade Time (fadetime) <integer>
- The number of seconds the fade takes to fully occur.
- Physics Offset (phys_offset) <integer>
- The distance below the hurt trigger to place the dissolving trigger. This ensures objects are hidden by the goo/fog before being destroyed.
- Failsafe delay (failsafe_delay) <integer>
- Delay after which non-cube entities will be killed
- Physics Filter (dissolve_filter) <targetname>
- Set to filter entity to prevent certain entities from dissolving.
|
- 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
Flags
|
Inputs
|
StrataEngine:
- Touch (only in
Strata Source games)
- Behaves as if
!caller
has touched the trigger volume
Outputs
|