Prop weighted cube: Difference between revisions
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(Updated with data from the official portal2.fgd) |
m (Re-arranged some fields) |
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{{more screenshots}}<!-- like, say, of a normal cube and an edgeless safety cube --> | |||
[[File:P2 cubes pivot.jpg|thumb|right|150px|Weighted Pivot Cube]] | [[File:P2 cubes pivot.jpg|thumb|right|150px|Weighted Pivot Cube]] | ||
{{portal2 point|prop_weighted_cube}} | {{portal2 point|prop_weighted_cube}} | ||
==Entity description== | ==Entity description== | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV|Skin (OLD)|choices}} | {{KV|Skin (OLD)|choices}} | ||
:* 0 : Standard | :* 0 : Standard | ||
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{{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|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|boolean|Whether or not this object should auto-funnel into a portal.}} | ||
{{KV Targetname}} | |||
{{KV Angles}} | |||
{{KV Reflection}} | |||
==Inputs== | ==Inputs== | ||
Line 41: | Line 41: | ||
==Outputs== | ==Outputs== | ||
{{IO|OnFizzled|Fired when a cube is fizzled.}} | {{IO|OnFizzled|Fired when a cube is fizzled.}} | ||
{{IO|OnOrangePickUp|Orange picked up the cube.}} | {{IO|OnOrangePickUp|Orange picked up the cube.}} | ||
Line 48: | Line 47: | ||
{{IO|OnPhysGunDrop|Player dropped the cube.}} | {{IO|OnPhysGunDrop|Player dropped the cube.}} | ||
{{IO|OnPainted|Cube got painted.}} | {{IO|OnPainted|Cube got painted.}} | ||
{{O Targetname}} |
Revision as of 01:49, 13 May 2011

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Entity description
The various kinds of Weighted storage cubes, including the Weighted Pivot Cube (also known as Discouragement Redirection Cubes) that redirects Thermal Discouragement Beams. Not to be confused with the Frankenturrets.
Keyvalues
- Skin (OLD) ([todo internal name (i)]) <choices>
-
- 0 : Standard
- 1 : Companion
- 2 : Standard Activated
- 3 : Reflective
- 4 : Sphere
- 5 : Antique
- Cube Type ([todo internal name (i)]) <choices>
-
- 0 : Standard
- 1 : Companion
- 2 : Reflective
- 3 : Sphere
- 4 : Antique
- Skin Type ([todo internal name (i)]) <choices>
-
- 0 : Clean
- 1 : Rusted
- Paint Power ([todo internal name (i)]) <choices>
- The paint power of the cube.
- 0 : Bounce
- 2 : Speed
- 3 : Portal
- 4 : None
- Use new skins ([todo internal name (i)]) <boolean>
- Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.
- Allow Portal Funneling ([todo internal name (i)]) <boolean>
- Whether or not this object should auto-funnel into a portal.
- 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
- 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.
- 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
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
- Cube got painted.