Weapon paintgun: Difference between revisions

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{{portal2 point|weapon_paintgun}}
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[[File:Portal_Gun_w.jpg|thumb|250px|The portal gun ingame.]]
[[File:Portal_Gun_w.jpg|thumb|250px|The portal gun ingame.]]
==Entity description==
==Entity description==
This is an entity that is in [[Portal 2]]. However it is not functional, and when put in a map it does appear in-game. Discussed in the developer commentary, this would have been similar to the paint gun from Tag: The Power of Paint, which was cut due to the complexity of switching between weapons to use the gels.
{{note|This entity is defined in the [[FGD]] but not implemented by the engine.}}
 
As explained in the developer commentary, Portal 2 would have originally included a paint gun which could be used to shoot [[Gel]]. This would have been similar to the paint gun from Tag: The Power of Paint, which Portal 2's gels were based on. It was cut due to the complexity of switching between weapons to use the gels. While it still exists in the FGD, it was removed from the game itself and can't actually be used.
 
==Keyvalues==
{{KV Targetname}}
{{KV Angles}}
{{KV NewFade}}
 
==Flags==
* 1 : Start Constrained
* 2 : Deny player pickup (reserve for NPC)
* 4 : Not puntable by Gravity Gun
 
==Outputs==
{{O Weapon}}
 
==See also==
* [[weapon_portalgun]]
* [[item_paint_power_pickup]]


[[Category: Portal 2 Entities]]
[[Category: Portal 2 Entities]]

Revision as of 21:08, 19 January 2018

Template:Portal2 point

The portal gun ingame.

Entity description

Note.pngNote:This entity is defined in the FGD but not implemented by the engine.

As explained in the developer commentary, Portal 2 would have originally included a paint gun which could be used to shoot Gel. This would have been similar to the paint gun from Tag: The Power of Paint, which Portal 2's gels were based on. It was cut due to the complexity of switching between weapons to use the gels. While it still exists in the FGD, it was removed from the game itself and can't actually be used.

Keyvalues

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.

BaseFadeProp:

Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.

Flags

  • 1 : Start Constrained
  • 2 : Deny player pickup (reserve for NPC)
  • 4 : Not puntable by Gravity Gun

Outputs

Weapon:

OnNPCPickup
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon.
OnPlayerUse
!activator = player
!caller = this entity
Fires when the player +uses this weapon.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks up this weapon.
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.

See also