Prop monster box: Difference between revisions

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(Frankenturrets not monsters, plus info on painting them.)
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==Entity description==
==Entity description==
It is a "Frankenturret", the result of welding together two [[npc_portal_turret_floor|turrets]] and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions.
It is a "Frankenturret", the result of welding together two [[npc_portal_turret_floor|turrets]] and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. When they press floor buttons, they will switch into the box state.
{{bug|If painted, Frankenturrets will not bounce around, slide or otherwise be affected by the gel. Players and other physics objects can be launched by bounce-gelled Frankenturrets.}}


==Keyvalues==
==Keyvalues==
{{KV|Start As Box|boolean|Start as a Box.}}
{{KV|Start As Box|boolean|Start as a cube instead of the extended mode.}}
{{KV|Box Switch Speed|float|Speed to force switch to a box.}}
{{KV|Box Switch Speed|float|Speed to force switch to a cube.}}
{{KV|Allow SilentDissolve input|boolean|Allow the SilentDissolve input to dissolve this monster.}}
{{KV|Allow SilentDissolve input|boolean|Allow the SilentDissolve input to dissolve this monster.}}
{{KV BasePropPhysics}}
{{KV BasePropPhysics}}
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==Inputs==
==Inputs==
{{IO|BecomeBox|Force the monster to stay as a box.}}
{{IO|BecomeBox|Force the Frankenturret to become a cube.}}
{{IO|BecomeMonster|Allow the monster to come out when set down.}}
{{IO|BecomeMonster|Allow the Turrets to come out when set down.}}
{{IO|BecomeShortcircuit|Short circuit this box and don't allow him to move anymore.}}
{{IO|BecomeShortcircuit|Short circuit this Frankenturret, forcing it into the cube state and playing spark particle effects.}}
{{IO|Dissolve|Dissolves the monster.}}
{{IO|Dissolve|Dissolves the Frankenturret.}}
{{IO|SilentDissolve|Kills the monster box and fires its OnFizzled output.}}
{{IO|SilentDissolve|Kills the Frankenturret and fires its OnFizzled output.}}
{{I BasePropPhysics}}
{{I BasePropPhysics}}
{{I Parentname}}
{{I Parentname}}


==Outputs==
==Outputs==
{{IO|OnFizzled|Fired when the monster gets fizzled.}}
{{IO|OnFizzled|Fired when the Frankenturret gets fizzled.}}
{{O BasePropPhysics}}
{{O BasePropPhysics}}

Revision as of 00:01, 5 September 2014

In-game screenshot of a prop_monster_box.

Template:Portal2 point

Entity description

It is a "Frankenturret", the result of welding together two turrets and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. When they press floor buttons, they will switch into the box state.

Icon-Bug.pngBug:If painted, Frankenturrets will not bounce around, slide or otherwise be affected by the gel. Players and other physics objects can be launched by bounce-gelled Frankenturrets.  [todo tested in ?]

Keyvalues

Start As Box ([todo internal name (i)]) <boolean>
Start as a cube instead of the extended mode.
Box Switch Speed ([todo internal name (i)]) <float>
Speed to force switch to a cube.
Allow SilentDissolve input ([todo internal name (i)]) <boolean>
Allow the SilentDissolve input to dissolve this monster.
Note.pngNote:Page left for viewable history, content moved to prop_physics
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.

Flags

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

Inputs

BecomeBox
Force the Frankenturret to become a cube.
BecomeMonster
Allow the Turrets to come out when set down.
BecomeShortcircuit
Short circuit this Frankenturret, forcing it into the cube state and playing spark particle effects.
Dissolve
Dissolves the Frankenturret.
SilentDissolve
Kills the Frankenturret and fires its OnFizzled output.
Note.pngNote:Page left for viewable history, content moved to prop_physics
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.

Outputs

OnFizzled
Fired when the Frankenturret gets fizzled.
Note.pngNote:Page left for viewable history, content moved to prop_physics