Prop glados core: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (dammit)
mNo edit summary
Line 1: Line 1:
{{wrongtitle|title=prop_glados_core}}
[[File:CrazyCakeyCuriousandMean.jpg|thumb|right|150px|GlaDOS Personality Core.]]
 
{{portal point|prop_glados_core}}
 
==Entity Description==
==Entity Description==
[[Image:CrazyCakeyCuriousandMean.jpg|frame|right|GlaDOS Ball.]]
Core of [[GLaDOS]] computer. Resemble little eyeballs with handles. These play dialogue and look around when near the player.
Core of [[GLaDOS]] computer. Resemble little eyeballs with handles. These play dialogue and look around when near the player.


==Availability==
This point entity is exclusive to [[Portal]].
==Keyvalues==
==Keyvalues==
* {{KV BasePropPhysics}}
* {{KV BasePropPhysics}}
Line 26: Line 26:
==Flags==
==Flags==
* {{Fl BasePropPhysics}}
* {{Fl BasePropPhysics}}
== Inputs ==
== Inputs ==
*'''Break'''
*'''Break'''
Line 48: Line 49:
* '''StartTalking'''
* '''StartTalking'''
: Start playing lines, play looking animations.
: Start playing lines, play looking animations.
== Outputs ==
== Outputs ==
* '''OnBreak'''
* '''OnBreak'''
Line 56: Line 58:
* '''OnPlayerPickup'''
* '''OnPlayerPickup'''
: Player picked up core.
: Player picked up core.
== See Also ==
== See Also ==
* [[prop_physics]]
* [[prop_physics]]
[[Category:Portal Entities]]

Revision as of 06:31, 23 April 2011

GlaDOS Personality Core.

Template:Portal point

Entity Description

Core of GLaDOS computer. Resemble little eyeballs with handles. These play dialogue and look around when near the player.

Keyvalues

  • Note.pngNote:Page left for viewable history, content moved to prop_physics
  • CoreType
<choices> Which personality VO set the core is set to.
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

  • Note.pngNote:Page left for viewable history, content moved to prop_physics

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 physcannon.
  • DisablePhyscannonPickup
Makes the breakable not able to picked up by the physcannon.
  • Ignite
Ignite the target entity.
  • DamageFilter:
SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
  • Note.pngNote:Page left for viewable history, content moved to prop_physics
EnableDamageForces  (in all games since Half-Life 2: Episode Two)
Todo: What is this?
DisableDamageForces  (in all games since Half-Life 2: Episode Two)
Todo: What is this?
  • Panic
Core is near death, panic.
  • StartTalking
Start playing lines, play looking animations.

Outputs

  • OnBreak
  • OnHealthChanged
  • OnIgnite
  • OnPhysCannonDetach
  • Note.pngNote:Page left for viewable history, content moved to prop_physics
  • OnPlayerPickup
Player picked up core.

See Also