Weapon portalgun: Difference between revisions
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{{portal series point|weapon_portalgun}} This is the entity that is seen before picking up the portal gun, and what shoots portals. It can be used to pick up physics objects that weigh up to 85kg. | {{portal series point|weapon_portalgun}} This is the entity that is seen before picking up the portal gun, and what shoots portals. It can be used to pick up physics objects that weigh up to 85kg. | ||
[[File:Portal gun shot.png|thumbnail|200px|A weapon_portalgun firing.]]<!---please keep this here, i know it looks odd.---> | [[File:Portal gun shot.png|thumbnail|200px|A weapon_portalgun firing.]]<!---please keep this here, i know it looks odd.---> | ||
{{note|A weapon_portalgun firing on its own will not target {{ent|info_placement_helper}}s (even ones with Force Placement enabled).}} | {{note|A weapon_portalgun firing on its own will not target {{ent|info_placement_helper}}s (even ones with Force Placement enabled).}} | ||
=== Spawning with a portal gun === | |||
In Portal 2, the player will automatically be given a dual portal gun on spawn if Valve's <code>arrival_departure_transition_ents</code> instance is used, or if the map name starts with <code>sp_</code>. For a standalone map, the easiest way to work around this is to add a {{ent|trigger_weapon_strip}} in the elevator shaft, which removes the player's gun before giving them a new one if desired. If you're making a mod, you should instead modify the singleplayer transition script to include your mod's maps instead of the default ones, which will allow you to specify which portal gun the player has in each map. | |||
As indicated above, this behavior happens because of the transition script, which defaults to giving a dual portal gun in custom maps. The <code>arrival_departure_transition_ents</code> simply include a copy of the script as expected, but maps starting with <code>sp_</code> ''also'' actually give the portal gun through the script. The game checks the map for a <code>logic_script</code> called <code>@transition_script</code> on load. If one doesn't exist, it creates a <code>logic_script</code> itself called <code>failsafe_transition_script</code> and assigns the singleplayer transition script to it. | |||
Note that the assigned scripts are ''not'' checked on the original <code>@transition_script</code> entity, so this can be used to prevent the transition script from being added at all - place the entity in Hammer, but don't assign it any scripts. It may be useful to create a modified version of the <code>arrival_departure_transition_ents</code> which uses this to get rid of the script entirely, since standalone maps don't really need it. | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 16:00, 21 October 2021
Template:Portal series point This is the entity that is seen before picking up the portal gun, and what shoots portals. It can be used to pick up physics objects that weigh up to 85kg.

Spawning with a portal gun
In Portal 2, the player will automatically be given a dual portal gun on spawn if Valve's arrival_departure_transition_ents
instance is used, or if the map name starts with sp_
. For a standalone map, the easiest way to work around this is to add a trigger_weapon_strip in the elevator shaft, which removes the player's gun before giving them a new one if desired. If you're making a mod, you should instead modify the singleplayer transition script to include your mod's maps instead of the default ones, which will allow you to specify which portal gun the player has in each map.
As indicated above, this behavior happens because of the transition script, which defaults to giving a dual portal gun in custom maps. The arrival_departure_transition_ents
simply include a copy of the script as expected, but maps starting with sp_
also actually give the portal gun through the script. The game checks the map for a logic_script
called @transition_script
on load. If one doesn't exist, it creates a logic_script
itself called failsafe_transition_script
and assigns the singleplayer transition script to it.
Note that the assigned scripts are not checked on the original @transition_script
entity, so this can be used to prevent the transition script from being added at all - place the entity in Hammer, but don't assign it any scripts. It may be useful to create a modified version of the arrival_departure_transition_ents
which uses this to get rid of the script entirely, since standalone maps don't really need it.
Keyvalues
- Can Fire Portal 1 (CanFirePortal1) <boolean>
- Can this portal gun create blue portals?
- Can Fire Portal 2 (CanFirePortal2) <boolean>
- Can this portal gun create orange portals?
- Show PotatOS ([todo internal name (i)]) <boolean> (in all games since
)
- Does this portal gun have PotatOS on the end?

AddPotatosToPortalgun
input of logic_playerproxy or the command upgrade_potatogun
to show PotatOS. [todo tested in ?]- Starting Team ([todo internal name (i)]) <choices> (in all games since
)
- Which team this gun originally belongs to. Will decide which portals it fires before being picked up.
- 0 : Single Player
- 2 : Orange
- 3 : Blue
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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
), 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
- Start Constrained : [1]
Note:Prevents the model from moving.
Bug:Unparenting unconstrained weapons will corrupt its position. [todo tested in ?]
- Deny player pickup (reserve for NPC) : [2]
- Not puntable by Gravity Gun : [4]
Inputs
- ChargePortal1
- Does charge up effect for mounted portal gun.
- ChargePortal2
- Does charge up effect for mounted portal gun.
- FirePortal1
- Projects portal 1 (blue) onto a wall in the facing direction of the gun.
- FirePortal2
- Projects portal 2 (orange) onto a wall in the facing direction of the gun.
- FirePortalDirection1 <angle >
- Fires the blue portal in the specified direction.
- FirePortalDirection2 <angle >
- Fires the orange portal in the specified direction.
Outputs
- OnFiredPortal1
- Fires when the first (blue) portal is fired.
- OnFiredPortal2
- Fires when the second (orange) portal is fired.
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.