Prop wall projector: Difference between revisions

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(Add skin keyvalue)
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
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[[File:prop_wall_projector.jpg|right|thumb|In-game screenshot of a prop_wall_projector.]]
[[File:prop_wall_projector.jpg|right|thumb|In-game screenshot of a prop_wall_projector.]]


{{Portal2 point|prop_wall_projector}} It is a model that emits a [[Hard Light Surface]] (<code>[[projected_wall_entity]]</code>).
{{this is a|e0|game=portal2|name=prop_wall_projector}} It is a model that emits a [[Hard Light Surface]] (<code>[[projected_wall_entity]]</code>).
{{Bug|Hard Light bridges do not precache the 'projected_wall_impact' particle, which causes a lag spike when they are first enabled. Place an <code>[[info_particle_system]]</code> anywhere in the map set to this particle to prevent the lag spike.}}
{{Bug|Hard Light bridges do not precache the 'projected_wall_impact' particle, which causes a lag spike when they are first enabled. Place an <code>[[info_particle_system]]</code> anywhere in the map set to this particle to prevent the lag spike.}}



Revision as of 08:56, 7 January 2024

In-game screenshot of a prop_wall_projector.

prop_wall_projector is an e0 available in Portal 2 Portal 2.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{portal2}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Portal 2.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It is a model that emits a Hard Light Surface (projected_wall_entity).

Icon-Bug.pngBug:Hard Light bridges do not precache the 'projected_wall_impact' particle, which causes a lag spike when they are first enabled. Place an info_particle_system anywhere in the map set to this particle to prevent the lag spike.  [todo tested in ?]

Keyvalues

skin ([todo internal name (i)]) <integer> !FGD
The skin to use.
  • 0 : Clean
  • 1 : Rusted
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.

BaseProjector:

Start Enabled (StartEnabled) <boolean>
If the projector should start enabled.
Disable Placement Helper (DisableHelper) <boolean>
Disable the automatically-created placement helper to prevent it from fighting with a custom one.

Inputs

BaseProjector:
Enable
Enables projection from this projector.
Disable
Disables projection from this projector.

Outputs