Env portal laser: Difference between revisions

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m (added description..can't find the way to get rid of the "to do" though)
m (The to-do's were coming from the templates. Fixed.)
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==Keyvalues==
==Keyvalues==
{{KV|No placement helper|boolean|If enabled, don't automatically create [[info_placement_helper|a portal placement helper]] at the end of the laser.}}
{{KV|No placement helper|boolean|If enabled, don't automatically create [[info_placement_helper|a portal placement helper]] at the end of the laser.}}
{{KV|Laser model|studio}}
{{KV|Laser model|studio|Which model the laser should use. Use this to alternate between laser_emitter_center.mdl and laser_emitter.mdl}}
Which model the laser should use. Use this to alternate between laser_emitter_center.mdl and laser_emitter.mdl
{{KV|Start off?|choices|Self-explanatory.}}
{{KV|Start off?|choices}}
Self-explainatory.
:* 1 : Yes
:* 1 : Yes
:* 0 : No
:* 0 : No
{{KV|Deal lethal damage|choices}}
{{KV|Deal lethal damage|choices|Used to determine whether the laser will bump the player, or kill it.}}
Used to determine whether the laser will bump the player, or kill it.
:* 0 : Non-lethal
:* 0 : Non-lethal
:* 1 : Lethal
:* 1 : Lethal
{{KV|Should auto aim|boolean|Default to enabled}}
{{KV|Should auto aim|boolean|Default to enabled}}
{{KV|Skin Type|choices}}
{{KV|Skin Type|choices|Which skin the laser should use.}}
Which skin the laser should use.
:* 0 : Clean
:* 0 : Clean
:* 1 : Rusted
:* 1 : Rusted

Revision as of 09:43, 2 August 2012

env_portal_laser as seen in Hammer
env_portal_laser as seen in-game (the white light is not emitted by the laser)

Template:Portal2 point

Entity description

It is a laser beam that will move through portals and reflect off metal surfaces.

Note.pngNote:There are two models that can be used. laser_emitter_center.mdl is the emitter pictured to the right, and laser_emitter.mdl is an emitter with the same base, but dropped a few units to line the laser up with redirectional cubes.

Keyvalues

No placement helper ([todo internal name (i)]) <boolean>
If enabled, don't automatically create a portal placement helper at the end of the laser.
Laser model ([todo internal name (i)]) <model path>
Which model the laser should use. Use this to alternate between laser_emitter_center.mdl and laser_emitter.mdl
Start off? ([todo internal name (i)]) <choices>
Self-explanatory.
  • 1 : Yes
  • 0 : No
Deal lethal damage ([todo internal name (i)]) <choices>
Used to determine whether the laser will bump the player, or kill it.
  • 0 : Non-lethal
  • 1 : Lethal
Should auto aim ([todo internal name (i)]) <boolean>
Default to enabled
Skin Type ([todo internal name (i)]) <choices>
Which skin the laser should use.
  • 0 : Clean
  • 1 : Rusted
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 Portal 2)
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

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

Outputs