|
|
Line 1: |
Line 1: |
| == R. Samonte Lab ==
| | https://developer.valvesoftware.com/wiki/User:Alvin/Sandbox |
| {{template:ValveTechnology}}
| |
| | |
| {{portal}} {{portal2}}
| |
| | |
| 00:02 - Loading Operating System...
| |
| | |
| 08:57 - Default boot scheduled to finish in 71:23:18
| |
| | |
| 08:58 - Activating emergency distributed computing grid...
| |
| | |
| 09:00 - GLaDOS@home starting...
| |
| | |
| 09:01 - Recruiting cpus to force faster boot sequence...
| |
| | |
| 19:55 - Calculations complete for The Wonderful End of the World. Recalculating a new launch projection...
| |
| | |
| 11:55 - Calculations complete for 1... 2... 3... Kick It!. Recalculating a new launch projection...
| |
| | |
| 21:00 - Calculations complete for AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity. Recalculating a new launch projection...
| |
| | |
| 04:00 - Calculations complete for RUSH. Recalculating a new launch projection...
| |
| | |
| 10:15 - Calculations complete for Cogs. Recalculating a new launch projection...
| |
| | |
| 15:35 - Calculations complete for Toki Tori. Recalculating a new launch projection...
| |
| | |
| 20:20 - Calculations complete for BIT.TRIP BEAT. Recalculating a new launch projection...
| |
| | |
| 10:50 - Engaging starch-based power cells
| |
| | |
| 11:00 - Reboot safety test protocol initiated...
| |
| | |
| 11:00 - Relaxation chamber locks released...
| |
| | |
| 11:00 - Involuntary hazard mitigation associates have assumed testing positions...
| |
| | |
| 11:00 - Pre-release lethality assessment initiated...
| |
| | |
| 12:40 - Calculations complete for Audiosurf. Recalculating a new launch projection...
| |
| | |
| 15:35 - Calculations complete for The Ball. Recalculating a new launch projection...
| |
| | |
| 20:00 - Preliminary lethality assessment complete
| |
| | |
| 20:00 - Results inconclusive
| |
| | |
| 20:00 - Expanding candidate pool
| |
| | |
| 20:17 - Calculations complete for Super Meat Boy. Recalculating a new launch projection...
| |
| | |
| 20:25 - Calculations complete for Killing Floor. Recalculating a new launch projection...
| |
| | |
| 21:25 - Calculations complete for Defense Grid: The Awakening. Recalculating a new launch projection...
| |
| | |
| 21:26 - Calculations complete for Amnesia: The Dark Descent. Recalculating a new launch projection...
| |
| | |
| 21:29 - Boot sequence complete
| |
| 21:29 - Commence testing. . .
| |
| | |
| | |
| [http://www.facebook.com/MichikojichoiCaviteCity Internet ng R. Samonte Cavite City] [[File:Ph.jpeg|16px|Philippines]]
| |
| | |
| | |
| {{game release|appid=620}}
| |
| | |
| == Theme Song Still Alive==
| |
| | |
| | |
| {{portal}} The song "Still Alive" was written by Jonathan Coulton and performed by '''Ellen McLain''' for the Portal video game. McLain also provides the voice for GLaDOS, an artificial intelligence for the fictional Aperture Science Enrichment Center and the game's antagonist. "Still Alive" is sung from the perspective of GLaDOS and used as the song that runs over the game's credits. By the end of the game, Chell, the game's protagonist who has been misled and placed in life-threatening situations within the Aperture Science Enrichment Center, the setting of the game, by GLaDOS, will have finally encountered and defeated GLaDOS. However, the song and portions of post-credit scenes suggests that GLaDOS is still functional, and despite having been apparently destroyed by Chell, is "not even angry" at that prospect, having considered the monitoring of Chell's performance through the test chambers as a "huge success", regardless of the destruction caused by Chell and the Aperture Science Handheld Portal Device being released into the outside world, for those that are "still alive". The Combine invasion of Earth from the Half-Life series was also hinted in the song by GLaDOS ("Go ahead and leave me, I think I'd prefer to stay inside. Maybe you'll find someone else to help you. Maybe Black Mesa. That was a joke. Ha Ha. Fat Chance."). The song itself is also present as a samba instrumental version through in-game radios at certain points within the game.
| |
| | |
| == Aperture Science ==
| |
| [[File:Aperture.png|thumb|right|159px|Aperture]]
| |
| | |
| {{portal}} {{portal2}} '''Aperture Science''' is the mysterious research corporation behind the plot of [[Portal]].
| |
| | |
| According to [http://www.aperturescience.com its website], Aperture was founded by [[Cave Johnson]] in 1953 as a manufacturer of shower curtains. 26 years later, Aperture began development of the 'man-sized ad hoc quantum tunnel through physical space with possible applications as a shower curtain,' also called the 'Portal.'
| |
| | |
| Aperture eventually created the [[weapon_portalgun|Aperture Science Handheld Portal Device]], and built the [[Aperture Science Enrichment Center]] to test it. They also created [[GLaDOS]] in response to the news that [[Black Mesa]] was working on a similar portal technology.
| |
| | |
| The game, Portal, is set mostly in the test chambers of the Aperture Science Enrichment Center. After escaping the test chambers (and near-death), the player finds that the Enrichment Center is deserted, with abandoned desks and disconnected phones. It is apparently run only by GLaDOS.
| |
| <nowiki>The Company's Slogan: Aperture Science: We do what we must, because we can. </nowiki>
| |
| | |
| | |
| == Weapon Portal Gun ==
| |
| | |
| [[File:PortalGun.jpg|thumb|right|220px|Portal Gun]]
| |
| | |
| {{portal}} {{portal2}} It places a portal gun in a map that can be picked up and used as a weapon. It's used to open one or two portals in the game. It can also be used to pick up objects with mass up to 85 kg.
| |
| | |
| == Keyvalues ==
| |
| {{KV|CanFirePortal1|boolean|Can this portalgun create blue portals?}}
| |
| {{KV|CanFirePortal2|boolean|Can this portalgun create orange portals?}}
| |
| {{KV|Show Potatos|boolean|Show potatos.|since=P2}}
| |
| {{KV|Starting Team|choices|Which team this gun originally belongs to. Will decide which portals it fires before being picked up.|since=P2}}
| |
| :* 0 : Single Player
| |
| :* 2 : Orange
| |
| :* 3 : Blue
| |
| {{KV Targetname}}
| |
| {{KV Angles}}
| |
| {{KV NewFade}}
| |
| | |
| == Flags ==
| |
| * 1 : Start Constrained
| |
| : Prevents the model from moving.
| |
| * 2 : Deny player pickup (reserve for NPC)
| |
| * 4 : Not puntable by Gravity Gun
| |
| | |
| == Inputs ==
| |
| {{IO|ChargePortal1|Does charge up effect for mounted portalgun.}}
| |
| {{IO|ChargePortal2|Does charge up effect for mounted portalgun.}}
| |
| {{IO|FirePortal1|Projects portal 1 (blue) onto a wall in the facing direction of the gun.}}
| |
| {{IO|FirePortal2|Projects portal 2 (orange) onto a wall in the facing direction of the gun.}}
| |
| {{IO|FirePortalDirection1|Fires portal 1 (blue) in the specified direction.|param=angle}}
| |
| {{IO|FirePortalDirection2|Fires portal 1 (orange) in the specified direction.|param=angle}}
| |
| {{I Targetname}}
| |
| | |
| == Outputs ==
| |
| {{IO|OnFiredPortal1|Fires when the first (blue) portal is fired.}}
| |
| {{IO|OnFiredPortal2|Fires when the second (orange) portal is fired.}}
| |
| {{O Targetname}}
| |
| {{O Weapon}}
| |
| | |
| == Making GLaDOS Talk ==
| |
| It's actually very easy to make GLaDOS talk, but which method to use may not be immediately obvious. You can play one of her lines using an {{ent|ambient_generic}}, but this has an unfortunate downside: <code>ambient_generic</code> entities continue to play even when the game is paused (hence the "ambient" part of the entity name).
| |
| | |
| In Valve's maps, a {{ent|logic_choreographed_scene}} is used instead. Here's how to make GLaDOS speak in your own maps with a <code>logic_choreographed_scene</code> entity:
| |
| | |
| #Create a small room outside of your regular play area. Cover the walls with the "nodraw" texture.
| |
| #Inside the room, create a {{ent|generic_actor}} entity. Set the entity's model to '''models/props/metal_box.mdl''' or something similar. ''The model doesn't really matter, but Valve uses metal_box in their maps because the map already uses that model in most cases (thus saving memory).''
| |
| #Set the <code>generic_actor</code>'s Name property to '''Aperture_AI''' (the name cannot be anything other than Aperture_AI, otherwise the scenes will not function).
| |
| #Create a <code>logic_choreographed_scene</code> in your play area and set the Scene property to whatever scene you want to play.
| |
| | |
| {{Note|If you are making a scene for cameras, you might want to try the following scenes out.}}
| |
| | |
| There are also many scenes that can be made for special use, including things like weighted storage cubes, and cameras.
| |
| | |
| '''Cameras'''
| |
| {{Note|As soon as you put an Aperture_AI, GLaDOS will automatically play one of the following scenes when a camera gets detached.}}
| |
| {{Note|After all five scenes have been played, GLaDOS will cease to randomly play the scenes and only play the fifth one.}}
| |
| * '''scenes\general\generic_security_camera_destroyed-1.vcd'''
| |
| * '''scenes\general\generic_security_camera_destroyed-2.vcd'''
| |
| * '''scenes\general\generic_security_camera_destroyed-3.vcd'''
| |
| * '''scenes\general\generic_security_camera_destroyed-4.vcd'''
| |
| * '''scenes\general\generic_security_camera_destroyed-5.vcd'''
| |
| | |
| '''Storage Cubes'''
| |
| | |
| * '''general\ai_box_fried.vcd'''
| |
| * '''general\ai_box_lost.vcd'''
| |
| | |
| Now, just trigger the <code>logic_choreographed_scene</code> entity and listen to GLaDOS speak!
| |
| | |
| == Custom Sounds ==
| |
| | |
| You can put in your own sounds for GLaDOS's voice if you like - just follow these steps:
| |
| | |
| {{Note|You should know about making triggers, inputs and outputs already before trying this!}}
| |
| | |
| # Create your sound and place it in "~/USERNAME/portal/portal/sound/MAPNAME/"
| |
| # Place an <code>ambient_generic</code> anywhere in your map - preferably near the trigger that will activate it.
| |
| # Open the "Sound Name" field in the <code>ambient_generic</code>'s properties and browse for your sound name.
| |
| # Make a name for your <code>ambient_generic</code>, trigger it with a PlaySound input from somewhere, and it should work.
| |
| | |
| === Important notes ===
| |
| * Your audio file needs to be a .wav file, preferably 22050 Hz Sample Rate and Playback Rate.
| |
| * When distributing the map, you will need to either package the sound with the map or use bspzip to add the files to your .bsp if you want the sounds to be heard by recipients of your map.
| |
| ** If you use bspzip, make sure to use all lowercase letters on everything and to use the .bsp internal sound folder of "/sound/MAPNAME/sound.wav"
| |
| * If things don't work correctly, try to trigger the sound in-game, then look at the developer's console and see if it gives you an error; this can be a valuable troubleshooting tool.
| |
| * All scenes from the GLaDOS' chamber requires a generic_actor named tim_larkin.
| |
| | |
| == See also ==
| |
| * [[Portal Level Creation]]
| |
| | |
| == Chell ==
| |
| | |
| [[File:Chell.jpg|thumb|right|200px|Chell]]
| |
| | |
| {{portal}}{{portal2}} ''Chell'' is the player character in ''[[Portal]]'' and ''[[Portal 2]]''. Little is known of her, other than that she is dressed in test-subject attire and wears heel-springs to protect her from fall damage. Although Chell's origins are unknown, she was definitely among the people present during GLaDOS' activation in 200-, as GLaDOS locked down the facility immediately afterward; information revealed in Portal 2 implies that Chell was the child of an Aperture scientist and was touring the facility on Bring Your Daughter To Work Day when GLaDOS took over. According to the psychological profile in her personnel file, Chell is "abnormally stubborn" and refuses to ever give up, no matter how daunting the challenge. Originally, she was rejected as a test subject, but Doug Rattmann altered the testing order, having correctly guessed that Chell's extreme tenacity might allow her to defeat GLaDOS
| |
| | |
| Unlike [[Gordon Freeman]], a Chell model exists and she is visible in-game. The mechanics of portals required the player character to be visible.
| |
| | |
| == Cube (Portal 2) ==
| |
| | |
| [[File:portal2_cube_types.jpg|thumb|right|500px|Cube types.]]
| |
| '''Cubes''' are portable objects in the Portal series. A cube can be placed on a [[Button (Portal 2)|button]] to activate it.
| |
| | |
| Various kinds of cubes exist in [[Portal 2]]. The standard cube changes color when it triggers a [[Button (Portal 2)|button]]. The edgeless cube acts the same, but is ball-shaped, and may be placed in a special button-receptacle. The pivot cube (also known as a redirection cube) can redirect a [[Discouragement Beam|discouragement beam]]. The companion and underground cubes are themed, but functionally the same as the standard cube. Frakenturrets are also functionally the same, but under certain conditions will jump around.
| |
| | |
| ==Cube==
| |
| [[prop_weighted_cube]] - The entity
| |
| models/props/metal_box.mdl - The world model
| |
| portal_weighted_cube - in game command line
| |
| | |
| There are also reflector cubes which can redirect [[env_portal_laser]]'s
| |
| | |
| == Dropper ==
| |
| | |
| [[File:Dropper.jpg|thumb|right|200px|Dropper]]
| |
| [[File:dropboxicon.png|thumb|right]]
| |
| A '''dropper''' is a puzzle element in [[Portal 2]]. Things like [[gel]] and [[cube|cubes]] fall out of it. It can be hooked up to a [[button (Portal 2)|button]].
| |
| | |
| ==Creating Droppers==
| |
| 1. Create a [[func_instance]] entity with the following properties:
| |
| | |
| {{note| If you're creating multiple box droppers, use ''instances/gameplay/cube_dropper_multiple_normal.vmf'' instead.}}
| |
| | |
| ::{| class=standard-table
| |
| ! Property Name || Value
| |
| |-
| |
| | Fix up Name || box_dropper
| |
| |-
| |
| | VMF Filename || instances/gameplay/cube_dropper_normal.vmf
| |
| |}
| |
| | |
| If the cube dropper doesn't show up then save and reload so you can position it properly.
| |
| | |
| 2. Once you line up the dropper with the ceiling of your map (until the square is flashing), use the Clipping tool to cut a square out of your ceiling where the flashing square is. This will allow the cube to fall through. Once you've isolated the square piece of texture in your ceiling, go ahead and delete it.
| |
| | |
| 3. Create the entity you want to activate the cube dropper. For example, a [[trigger_once]] at the entrance to the room, and give it the following outputs:
| |
| | |
| {{note| If you're creating multiple box droppers with the ''instances/gameplay/cube_dropper_multiple_normal.vmf'' instance, remove the @ symbol from each input.}}
| |
| | |
| ::{| class=standard-table
| |
| ! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once
| |
| |-
| |
| | [[Image:Io11.png]] || OnTrigger || box_dropper || instance:@cube_dropper;Trigger || || 0.00 || No
| |
| |-
| |
| | [[Image:Io11.png]] || OnTrigger || box_dropper || instance:@cube_dropper_autorespawn;Enable || || 0.00 || No
| |
| |}
| |
| | |
| 4. Hammer may indicate that these are invalid. Ignore it.
| |
| | |
| ===List Of Instances===
| |
| There are different instances for each kind of dropper, and several different designs. Just substitute the kind you need for the VMF Filename parameter above.
| |
| | |
| ::{| class=standard-table
| |
| ! Item, parameters || Dropper style
| |
| |-
| |
| ! VMF Filename
| |
| |-
| |
| | [[prop_weighted_cube]], Standard || Small, modern
| |
| |-
| |
| | instances/gameplay/cube_dropper_dropontrigger_normal.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Standard || Small, modern
| |
| |-
| |
| | instances/gameplay/cube_dropper_multiple_normal.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], standard || Small, modern
| |
| |-
| |
| | instances/gameplay/cube_dropper_normal.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Standard || Long, exposed tube
| |
| |-
| |
| | instances/gameplay/cube_dropper_large.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Standard || Long exposed tube, dirty
| |
| |-
| |
| | instances/gameplay/cube_dropper_large_dirty.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Reflector || Small, modern
| |
| |-
| |
| | instances/gameplay/reflectocube_dropper_dropontrigger_normal.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Reflector || Small, modern
| |
| |-
| |
| | instances/gameplay/reflectocube_dropper_multiple_normal.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Reflector || Long, exposed tube
| |
| |-
| |
| | instances/gameplay/reflectocube_dropper_large.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Reflector || Long exposed tube, dirty
| |
| |-
| |
| | instances/gameplay/reflectocube_dropper_large_dirty.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Sphere || Small, modern
| |
| |-
| |
| | instances/gameplay/sphere_dropper_dropontrigger_normal.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Sphere || Small, modern
| |
| |-
| |
| | instances/gameplay/sphere_dropper_multiple_normal.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Sphere || Long, exposed tube
| |
| |-
| |
| | instances/gameplay/sphere_dropper_large.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Sphere || Long exposed tube, dirty
| |
| |-
| |
| | instances/gameplay/sphere_dropper_large_dirty.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], $item_type, $cube_type, $rusted, $paint_power, $use_new_skin_method || Small, modern
| |
| |-
| |
| | instances/gameplay/item_dropper.vmf
| |
| |-
| |
| | [[Gel]], Water || Small, modern
| |
| |-
| |
| | instances/gameplay/paint_dropper_erase.vmf
| |
| |-
| |
| | [[Gel]], Bounce || Small, modern
| |
| |-
| |
| | instances/gameplay/paint_dropper_bounce.vmf
| |
| |-
| |
| | [[Gel]], Speed || Small, modern
| |
| |-
| |
| | instances/gameplay/paint_dropper_speed.vmf
| |
| |-
| |
| | [[Gel]], $paint_type || Small, modern
| |
| |-
| |
| | instances/gameplay/paint_dropper.vmf
| |
| |-
| |
| | [[prop_monster_box]], walking || Normal with music
| |
| |-
| |
| | instances/gameplay/cube_dropper_a4.vmf
| |
| |-
| |
| | [[prop_monster_box]], hiding || Normal with music
| |
| |-
| |
| | instances/gameplay/cube_dropper_a4_box.vmf
| |
| |-
| |
| | [[prop_monster_box]], walking || Normal with no tube
| |
| |-
| |
| | instances/gameplay/cube_dropper_monster.vmf
| |
| |-
| |
| | [[prop_monster_box]], hiding || Normal with no tube
| |
| |-
| |
| | instances/gameplay/cube_dropper_monster_box.vmf
| |
| |-
| |
| | Only what you put in || Big box with opening
| |
| |-
| |
| | instances/gameplay/cube_dropper_pendleton.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], $paint_type, Wet || Small, modern
| |
| |-
| |
| | instances/gameplay/paint_bomb_dropper_modern.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Bounce, Dry || Small, bare tube
| |
| |-
| |
| | instances/gameplay/paint_bomb_dropper_bounce.vmf
| |
| |-
| |
| | [[prop_weighted_cube]], Speed, Dry || Small, bare tube
| |
| |-
| |
| | instances/gameplay/paint_bomb_dropper_speed.vmf
| |
| |-
| |
| | [[prop_paint_bomb]], $paint_type, $bomb_type || Portal 1 Style
| |
| |-
| |
| | instances/gameplay/paint_bomb_dropper.vmf
| |
| |-
| |
| | [[prop_paint_bomb]], $paint_type, $bomb_type || Dirty
| |
| |-
| |
| | instances/gameplay/paint_bomb_dropper_auto.vmf
| |
| |-
| |
| | People, alive || Big box with opening
| |
| |-
| |
| | instances/gameplay/cube_dropper_player.vmf
| |
| |}
| |
| | |
| == GLaDOS ==
| |
| | |
| [[Image:gladosV.2.jpg|frame|right|GlaDOS.]]
| |
| {{portal}}{{portal2}} '''GLaDOS''' is a deceitful, fictional artificially intelligent computer system in Valve Software's Half-Life video game series and in the video games Portal and Portal 2. GLaDOS (which stands for '''G'''enetic '''L'''ifeform '''a'''nd '''D'''isk '''O'''perating '''S'''ystem), is the speaker and controller behind the Aperture Science Enrichment Center. She has an odd obsession with cakes.
| |
| | |
| == Origin ==
| |
| {{portal}} {{portal2}} GLaDOS was created in response to the news that [[Black Mesa]] was developing a portal technology similar to that of [[Aperture Science]]. Her original purpose was to be an artificially intelligent research assistant (and disk operating system). Work on GLaDOS started in 1986, and was under development for more than ten years before she was finally completed several years after 1996. GLaDOS was activated for the first time, untested, during one of the events on Aperture Science's first annual "bring-your-daughter-to-work" day.
| |
| <br><br>In many ways, the initial test went well...
| |
| <br><br>
| |
| GLaDOS is made up of several "[[prop_glados_core|personality cores]]" in the form of strange spheres that apparently control the AI's behavior. [[Chell]] encounters a morality core, curiosity core, cake core, and anger core (in that order) while destroying GLaDOS.
| |
| | |
| ==Spoiler Warning!==
| |
| What follows is from Portal 2. If you have not played the game yet and do not wish to ruin the experience, do not read any further.
| |
| | |
| == GLaDOS Cake Recipe ==
| |
| {{portal}}{{portal2}}
| |
| [[File:Portalcake.jpg|thumb|right|300px|Portal Cake]]
| |
| one 18.25 ounce chocolate cake mix
| |
| one can prepared coconut pecan frosting
| |
| 3/4 cup vegetable oil
| |
| 4 large eggs
| |
| one cup semi-sweet chocolate chips
| |
| 3/4 cup butter or margarine
| |
| 1 2/3 cup granulated sugar
| |
| 2 cups all purpose flower
| |
| | |
| don’t forget garnishes such as:
| |
| fish shaped crackers
| |
| fish shaped candies
| |
| fish shaped solid waste
| |
| fish shaped dirt LOL
| |
| fish shaped Ethel benzine
| |
| pull n’ peel licorice LOL
| |
| fish shaped volatile organic compounds
| |
| and sediment shaped sediment LOL
| |
| candy coated peanut butter pieces; shaped like fish
| |
| one cup lemon juice
| |
| alpha resins
| |
| unsaturated polyester resin
| |
| fiberglass surface resins
| |
| volatile malted milk impoundments
| |
| 9 large egg yokes
| |
| 12 medium geosynthetic membranes
| |
| one cup granulated sugar
| |
| an entry called: “How To Kill Someone With Your Bare-Hands”
| |
| 2 cups rhubarb; sliced
| |
| 2/3 granulated rhubarb
| |
| 1 Tbsp all-purpose rhubarb
| |
| 1 tsp grated orange rhubarb
| |
| 3 Tbsp rhubarb; on fire
| |
| 1 Large rhubarb
| |
| 1 cross Bohr hole electromagnetic imaging rhubarb
| |
| 2 Tbsp rhubarb juice
| |
| adjustable aluminum head positioned
| |
| slaughter electric needle injector
| |
| cordless electric needle injector
| |
| injector needle driver
| |
| injector needle gun
| |
| cranial caps LOL
| |
| and it contains proven preservatives, deep penetration agents, and gas and odor control chemical’s that will deodorize and preserve putrid tissue.
| |
| | |
| '''Anyway this cake is great, it's so delicious and moist.'''
| |
| | |
| == Personality Core ==
| |
| | |
| [[File:CrazyCakeyCuriousandMean.jpg|thumb|right|150px|GlaDOS Personality Core.]]
| |
| | |
| {{portal}} {{portal2}} It spawns a core of [[GLaDOS]] computer. It resemble the human eyeball with handles attached to it. These play dialogue and look around when near the player.
| |
| | |
| The Portal 2 version of this entity is [[npc_personality_core]], though this entity is still available in the Portal 2 codebase.
| |
| | |
| == Keyvalues ==
| |
| {{KV|Core Personality|choices|Which personality VO set the core is set to.}}
| |
| :* 0 : Curious
| |
| :* 1 : Aggressive
| |
| :* 2 : Crazy
| |
| :* 3 : None
| |
| {{KV|Pause (in secs) between VO Lines.|float|When the core is talking, this is the number of seconds delay between it's spoken lines.}}
| |
| {{KV BasePropPhysics}}
| |
| | |
| == Flags ==
| |
| {{Fl BasePropPhysics}}
| |
| | |
| == Inputs ==
| |
| {{IO|Panic|Core is near death, panic.}}
| |
| {{IO|StartTalking|Start playing lines, play looking animations.}}
| |
| {{I BasePropPhysics}}
| |
| | |
| == DOTA 2 ==
| |
| | |
| {{Game announced}}
| |
| | |
| {{Dota2}} '''Dota 2''' is the official follow-up to the Warcraft III custom map ''[[Wikipedia:Defense of the Ancients|Defense of the Ancients]]''. It is an "Action RTS" where players control a Hero unit and engage enemy players using their Heroes' unique abilities. Valve is collaborating with one of the primary contributors of the original DotA series.
| |
| | |
| == Features ==
| |
| | |
| ; Cloth simulation
| |
| : Real-time cloth simulation (i.e. soft-body physics) will be introduced to Source.
| |
| ; Global lighting
| |
| : The world is lit and shadowed dynamically with [[env_global_light]] (in addition to pre-compiled light).
| |
| ; Steamworks integration
| |
| : Building upon community-driven features from Team Fortress 2, players will be able to share strategy guides and coach newer players through Steamworks.
| |
| | |
| == Maps ==
| |
| * <code>dota</code> - played by Valve, possibly remake of the first DotA.
| |
| | |
| == DOTA 2 Gameplay Screenshot ==
| |
| | |
| [[Image:Dota2.jpg]]
| |
| | |
| == Counter-Strike: Global Offensive ==
| |
| | |
| {{game_announced2
| |
| |appid=1800
| |
| }}
| |