Point energy ball launcher: Difference between revisions
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Note:In Portal 2, the models, materials, and sounds for the actual balls are missing and must be copied from HL2.
(Added p2ce's features) |
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==Keyvalues== | ==Keyvalues== | ||
{{KV|Ball Lifetime|float|The time in seconds the ball will live before self-destructing. A negative value will give infinite life.}} | {{KV|Ball Lifetime|intn=balllifetime|float|The time in seconds the ball will live before self-destructing. A negative value will give infinite life.}} | ||
{{KV|Min life after portal transition|float|When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum.}} | {{KV|Min life after portal transition|intn=minlifeafterportal|float|When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum.}} | ||
{{KV|Ball count|integer|This is how many balls will be bouncing around inside the spawner}} | {{KV|Ball count|intn=ballcount|integer|This is how many balls will be bouncing around inside the spawner}} | ||
{{KV|Min ball speed|float|The minimum speed of balls that fly in the spawner}} | {{KV|Min ball speed|intn=minspeed|float|The minimum speed of balls that fly in the spawner}} | ||
{{KV|Max ball speed|float|The maximum speed of balls that fly in the spawner}} | {{KV|Max ball speed|intn=maxspeed|float|The maximum speed of balls that fly in the spawner}} | ||
{{KV|Ball radius|float|The radius of the energy balls}} | {{KV|Ball radius|intn=ballradius|float|The radius of the energy balls}} | ||
{{KV|Ball Type|choices| | {{KV|Ball Type|intn=balltype|choices|Has no effect.}} | ||
{{KV|Ball Respawn Time|intn=ballrespawntime|float|The energy balls respawn time}} | |||
{{KV|Ball Damage|intn=balldamage|float|The amount of damage the ball should deal to players|only={{P2CE}}}} | |||
{{KV|Ball Respawn Time|float|The energy balls respawn time}} | |||
{{KV|Ball Damage|float|The amount of damage the ball should deal to players|only={{P2CE}}}} | |||
{{KV|Ball body material override|material|Override the main ball material.|only={{P2CE}}}} | {{KV|Ball body material override|material|Override the main ball material.|only={{P2CE}}}} | ||
{{KV|Ball flicker material override|material|Overrides the other ball material.|only={{P2CE}}}} | {{KV|Ball flicker material override|material|Overrides the other ball material.|only={{P2CE}}}} | ||
{{KV|Ball knockback multiplier|float|The ball's velocity is multiplied by this value to determine how strongly to knockback hit objects. Use 1 for 1:1 speed = knockback radio.|only={{P2CE}}}} | {{KV|Ball knockback multiplier|float|The ball's velocity is multiplied by this value to determine how strongly to knockback hit objects. Use 1 for 1:1 speed = knockback radio.|only={{P2CE}}}} | ||
{{KV | {{KV BaseEntity|base=1|l4d2=1}} | ||
==Flags== | ==Flags== | ||
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{{IO|Enable|Enable spawning of combine balls}} | {{IO|Enable|Enable spawning of combine balls}} | ||
{{IO|Disable|Disable spawning of combine balls}} | {{IO|Disable|Disable spawning of combine balls}} | ||
{{I | {{I BaseEntity|base=1|l4d2=1|portal2=1}} | ||
==Outputs== | ==Outputs== | ||
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{{IO|OnLastBallGrabbed|Fired when the last combine ball is grabbed from the field by a mega physcannon}} | {{IO|OnLastBallGrabbed|Fired when the last combine ball is grabbed from the field by a mega physcannon}} | ||
{{IO|OnFirstBallReinserted|Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)}} | {{IO|OnFirstBallReinserted|Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)}} | ||
{{O | {{O BaseEntity}} | ||
==See also== | ==See also== | ||
*[[Creating an energy ball launcher and catcher]] | *[[Creating an energy ball launcher and catcher]] |
Revision as of 20:48, 27 July 2020
Entity description
It spawns and launches a prop_energy_ball periodically.

Keyvalues
- Ball Lifetime (balllifetime) <float>
- The time in seconds the ball will live before self-destructing. A negative value will give infinite life.
- Min life after portal transition (minlifeafterportal) <float>
- When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum.
- Ball count (ballcount) <integer>
- This is how many balls will be bouncing around inside the spawner
- Min ball speed (minspeed) <float>
- The minimum speed of balls that fly in the spawner
- Max ball speed (maxspeed) <float>
- The maximum speed of balls that fly in the spawner
- Ball radius (ballradius) <float>
- The radius of the energy balls
- Ball Type (balltype) <choices>
- Has no effect.
- Ball Respawn Time (ballrespawntime) <float>
- The energy balls respawn time
- Ball Damage (balldamage) <float> (only in
)
- The amount of damage the ball should deal to players
- Ball body material override ([todo internal name (i)]) <material> (only in
)
- Override the main ball material.
- Ball flicker material override ([todo internal name (i)]) <material> (only in
)
- Overrides the other ball material.
Flags
Inputs
- BallCaught (in all games since
)
- Ball this launcher created was 'caught'.
- LaunchBall
- Enable
- Enable spawning of combine balls
- Disable
- Disable spawning of combine balls
Outputs
- OnBallCaught (in all games since
)
- Fired when a ball this entity has launched has been 'caught'.
- OnPostSpawnBall
- Fired after the ball has spawned.
- OnBallGrabbed
- Fired when a combine ball is grabbed from the field by a mega physcannon
- OnBallReinserted
- Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)
- OnBallHitTopSide
- Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)
- OnBallHitBottomSide
- Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)
- OnLastBallGrabbed
- Fired when the last combine ball is grabbed from the field by a mega physcannon
- OnFirstBallReinserted
- Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)