Prop weighted cube: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
Note:Frankenturrets are their own entity, prop_monster_box.
Tip:TeamSpen210's Hammer Addons allow this entity to accurately display all cube types in Hammer, as well as custom models.
		
	
m (Fixed 'makes a funny')  | 
				No edit summary  | 
				||
| Line 1: | Line 1: | ||
[[File:portal2_cube_types.jpg|thumb|right|500px|Types of the Aperture Science Weighted Storage Cube.]]  | [[File:portal2_cube_types.jpg|thumb|right|500px|Types of the Aperture Science Weighted Storage Cube.]]  | ||
{{portal2 point|prop_weighted_cube}}    | {{portal2 point|prop_weighted_cube}} It represents the various kinds of Weighted storage cubes, including the Discouragement Redirection Cube that redirects [[Thermal Discouragement Beam]]s. It can be painted with [[gel]].  | ||
{{note|Frankenturrets are their own entity, [[prop_monster_box]].}}  | |||
{{tip|[https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons] allow this entity to accurately display all cube types in Hammer, as well as custom models.}}  | |||
It represents the various kinds of Weighted storage cubes, including the   | |||
==Keyvalues==  | ==Keyvalues==  | ||
{{KV|Cube Type|choices|Cube model type.}}  | {{KV|Cube Type|choices|Cube model type.}}  | ||
:* 0 : Standard  | :* 0 : Standard  | ||
| Line 21: | Line 12: | ||
:* 3 : Sphere  | :* 3 : Sphere  | ||
:* 4 : Antique  | :* 4 : Antique  | ||
{{KV|Skin Type|choices|  | :* 6 : Custom model ({{Not in FGD}})  | ||
{{KV|Skin Type|choices|Which skin variant to use. Only Standard and Reflection cubes have rusted skins.}}  | |||
:* 0 : Clean  | :* 0 : Clean  | ||
:* 1 : Rusted  | :* 1 : Rusted  | ||
{{KV|Paint Power|choices|The paint   | {{KV|model|string|nofgd=1|If Cube Type is set to 6, this is the model to use. Swap to a normal type OnMapSpawn using AddOutput to ensure gel skins behave correctly.}}  | ||
{{KV|Paint Power|choices|The cube's starting paint type.}}  | |||
:* 0 : Bounce  | :* 0 : Bounce  | ||
:* 2 : Speed  | :* 2 : Speed  | ||
:* 3 : Portal  | :* 3 : Portal  | ||
:* 4 : None  | :* 4 : None  | ||
{{KV|Skin (OLD)|choices|Cube skin, old method. Deprecated; use Cube Type instead.}}  | |||
:* 0 : Standard  | |||
:* 1 : Companion  | |||
:* 2 : Standard Activated  | |||
:* 3 : Reflective  | |||
:* 4 : Sphere  | |||
:* 5 : Antique  | |||
{{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.}}  | ||
| Line 40: | Line 40: | ||
{{IO|Dissolve|Dissolves the cube.}}  | {{IO|Dissolve|Dissolves the cube.}}  | ||
{{IO|SilentDissolve|Kills the cube and fires its OnFizzled output.}}  | {{IO|SilentDissolve|Kills the cube and fires its OnFizzled output.}}  | ||
{{IO|PreDissolveJoke|GLaDOS   | {{IO|PreDissolveJoke|"GLaDOS make a funny about the cube". Non-functional.}}  | ||
{{IO|ExitDisabledState|Exits the disabled state of a reflective cube.}}  | {{IO|ExitDisabledState|Exits the disabled state of a reflective cube.}}  | ||
{{I Targetname}}  | {{I Targetname}}  | ||
| Line 51: | Line 51: | ||
{{IO|OnPlayerPickup|Player picked up the cube.}}  | {{IO|OnPlayerPickup|Player picked up the cube.}}  | ||
{{IO|OnPhysGunDrop|Player dropped the cube.}}  | {{IO|OnPhysGunDrop|Player dropped the cube.}}  | ||
{{IO|OnPainted|  | {{IO|OnPainted|Fired when the cube is painted with gel.}}  | ||
{{O Targetname}}  | {{O Targetname}}  | ||
Revision as of 20:50, 9 May 2020
Template:Portal2 point It represents the various kinds of Weighted storage cubes, including the Discouragement Redirection Cube that redirects Thermal Discouragement Beams. It can be painted with gel.
Keyvalues
- Cube Type ([todo internal name (i)]) <choices>
 - Cube model type.
- 0 : Standard
 - 1 : Companion
 - 2 : Reflective
 - 3 : Sphere
 - 4 : Antique
 - 6 : Custom model (!FGD)
 
 
- Skin Type ([todo internal name (i)]) <choices>
 - Which skin variant to use. Only Standard and Reflection cubes have rusted skins.
- 0 : Clean
 - 1 : Rusted
 
 
- model ([todo internal name (i)]) <string> !FGD
 - If Cube Type is set to 6, this is the model to use. Swap to a normal type OnMapSpawn using AddOutput to ensure gel skins behave correctly.
 
- Paint Power ([todo internal name (i)]) <choices>
 - The cube's starting paint type.
- 0 : Bounce
 - 2 : Speed
 - 3 : Portal
 - 4 : None
 
 
- Skin (OLD) ([todo internal name (i)]) <choices>
 - Cube skin, old method. Deprecated; use Cube Type instead.
- 0 : Standard
 - 1 : Companion
 - 2 : Standard Activated
 - 3 : Reflective
 - 4 : Sphere
 - 5 : Antique
 
 
- 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. 
parentnameortarget).
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
- EnablePortalFunnel
 - Enable portal funneling behavior.
 
- DisablePortalFunnel
 - Disable portal funneling behavior.
 
- Dissolve
 - Dissolves the cube.
 
- SilentDissolve
 - Kills the cube and fires its OnFizzled output.
 
- PreDissolveJoke
 - "GLaDOS make a funny about the cube". Non-functional.
 
- ExitDisabledState
 - Exits the disabled state of a reflective cube.
 
Reflection:
- DisableDrawInFastReflection   (in all games since 
) - Turns off rendering of this entity in reflections when using 
$reflectonlymarkedentitiesin water material. 
- EnableDrawInFastReflection   (in all games since 
) - Turn on rendering of this entity in reflections when using 
$reflectonlymarkedentitiesin 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
 - Fired when the cube is painted with gel.