Prop weighted cube: Difference between revisions
		
		
		
		
		
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[[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.]]  | ||
{{  | {{Entity|prop_weighted_cube|type=e0|game=Portal 2}} 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]].  | ||
{{  | {{ModernNote|Frankenturrets are their own entity, {{ent|prop_monster_box}}.}}  | ||
{{  | {{ModernTip|[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.}}  | ||
==Keyvalues==  | ==Keyvalues==  | ||
Revision as of 17:02, 6 April 2023
Template:Entity 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. Template:ModernNote Template:ModernTip
Keyvalues
- Cube Type (CubeType) <choices>
 - Cube model type.
- 0 : Standard
 - 1 : Companion
 - 2 : Reflective
 - 3 : Sphere
 - 4 : Antique
 - 5 : Schrödinger's Cube (only in 
) - 6 : Custom model (!FGD)
 
 
- Skin Type (SkinType) <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 (PaintPower) <choices>
 - The cube's starting paint type.
- 0 : Bounce
 - 2 : Speed
 - 3 : Portal
 - 4 : None
 
 
Skin (OLD) (skin) <choices>
- Deprecated.
Use Cube Type instead. Cube skin, old method. This appears to just set specific Cube Types on spawn.- 0 : Standard
 - 1 : Companion
 - 2 : Standard Activated
 
Bug:Non-functional. Produces a companion cube.  [todo tested in ?]
- 3 : Reflective
 - 4 : Sphere
 - 5 : Antique
 
 
- Use new skins (NewSkins) <boolean>
 - Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.
 
- Allow Portal Funneling (allowfunnel) <boolean>
 - Whether or not this object should auto-funnel into a portal.
 
- 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
 - Calls the VScript function 
CoopCubeFizzle()on@glados. Used inmp_coop_multifling_1when the cubes fall in the goo. Seemingly useless, as this could have been done by using FireUser inputs or just directly calling the function from the trigger. 
- ExitDisabledState
 - Exits the disabled state of a reflective cube.
 
- EmitLaser  <boolean> (only in 
) - Turn laser on or off.
 
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.