Weapon portalgun: Difference between revisions

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(Document spawning with a portalgun in coop)
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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.
{{point ent|weapon_portalgun|type=e0|series=Portal}} 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. {{Note|In Portal 2, players will spawn already holding a portal gun on all maps with the <code>sp_</code> prefix (including custom ones). This can be avoided in four ways:}}
[[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.--->
:*Remove the prefix.
:*Use a {{ent|logic_auto}} to kill <code>failsafe_transition_script</code> at the start of the map. (This entity is added automatically by the game.)
:*Use a [[trigger_weapon_strip]].
:*If you're making a mod, copy <code>common\Portal 2\portal2\scripts\vscripts\transitions\sp_transition_list.nut</code> to <code>scripts\vscripts\transitions</code> inside your mod folder and modify it for your mod.
{{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).}}
== {{portal2}} Spawning with a portal gun ==
In [[Portal 2]], players may automatically recieve a portal gun on spawn in certain cases, which vary between singleplayer and co-op.
=== Singleplayer ===
Valve's singleplayer transition VScript (<code>transitions/sp_transition_list.nut</code>) will always give the player a dual portal gun on spawn in non-default maps. This script is included in the <code>arrival_departure_transition_ents</code> instance, but it also gets ''automatically'' added to the map if the map name starts with <code>sp_</code>. If you don't want the player to spawn with a portal gun in 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.
Internally, if the map name starts with <code>sp_</code>, the game checks for a <code>logic_script</code> called <code>@transition_script</code> on load. If one doesn't exist, it creates a new <code>logic_script</code> 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 and give it that name, 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.
=== Co-op ===
<!-- EDITORS NOTE: "supress" is not a typo on this page, that's the actual name it checks for -->
In cooperative mode, players will spawn with portal guns by default. This is done in code, not VScript like in singleplayer. To prevent players from spawning with portal guns, ''any'' entity named <code>supress_blue_portalgun_spawn</code> (for Atlas) and/or <code>supress_orange_portalgun_spawn</code> (for P-Body) must be present in the map. These work independently from each other, allowing a portal gun to be given to one player only, and are checked on every respawn, so they can be <code>Kill</code>ed to enable portal guns on respawn, or spawned from a {{ent|point_template}} to disable portal guns on respawn mid-map.
If you want players to pick up portal guns partway through the map, the easiest way to handle this is to give these names to the <code>weapon_portalgun</code>s themselves. Picking up the portal gun removes the entity, allowing players to spawn with a portal gun on every subsequent respawn.
{{note|There is a keyvalue on {{ent|info_coop_spawn}} and a [[env_global|global state]] that both pertain to spawning with a portal gun, but neither appears to do anything; the method above must be used.}}


==Keyvalues==
==Keyvalues==
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{{KV|Can Fire Portal 2|intn=CanFirePortal2|boolean|Can this portal gun create orange portals?}}
{{KV|Can Fire Portal 2|intn=CanFirePortal2|boolean|Can this portal gun create orange portals?}}
{{KV|Show PotatOS|boolean|Does this portal gun have PotatOS on the end?|since=P2}}
{{KV|Show PotatOS|boolean|Does this portal gun have PotatOS on the end?|since=P2}}
{{bug|Non-functional. Instead, use the <code>AddPotatosToPortalgun</code> input of [[logic_playerproxy]] or the command <code>upgrade_potatogun</code> to show PotatOS.}}
{{bug|This key is the opposite of what it does; setting it to NO will show PotatOS.}}
{{KV|Starting Team|choices|Which team this gun originally belongs to.  Will decide which portals it fires before being picked up.|since=P2}}
{{KV|Starting Team|choices|Which team this gun originally belongs to.  Will decide which portals it fires before being picked up.|since=P2}}
:* 0 : Single Player
:* 0 : Single Player
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{{IO|FirePortal1|Projects portal 1 (blue) onto a wall in the facing direction of the gun.}}
{{IO|FirePortal1|Projects portal 1 (blue) onto a wall in the facing direction of the gun.}}
{{IO|FirePortal2|Projects portal 2 (orange) onto a wall in the facing direction of the gun.}}
{{IO|FirePortal2|Projects portal 2 (orange) onto a wall in the facing direction of the gun.}}
{{IO|FirePortalDirection1|Fires the blue portal in the specified direction.|param=angle}}
{{IO|FirePortalDirection1|Fires the orange in the specified direction.|param=angle}}
{{bug|Using this input in [[portal_2|Portal 2]] will crash the game.}}
{{bug|Using this input in [[portal_2|Portal 2]] will crash the game.}}
{{IO|FirePortalDirection2|Fires the orange portal in the specified direction.|param=angle}}
{{IO|FirePortalDirection2|Fires the orange portal in the specified direction.|param=angle}}

Revision as of 05:20, 20 December 2022

Template:Point ent 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.

Note.pngNote:In Portal 2, players will spawn already holding a portal gun on all maps with the sp_ prefix (including custom ones). This can be avoided in four ways:
A weapon_portalgun firing.
  • Remove the prefix.
  • Use a logic_auto to kill failsafe_transition_script at the start of the map. (This entity is added automatically by the game.)
  • Use a trigger_weapon_strip.
  • If you're making a mod, copy common\Portal 2\portal2\scripts\vscripts\transitions\sp_transition_list.nut to scripts\vscripts\transitions inside your mod folder and modify it for your mod.
Note.pngNote:A weapon_portalgun firing on its own will not target info_placement_helpers (even ones with Force Placement enabled).

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 Portal 2)
Does this portal gun have PotatOS on the end?
Icon-Bug.pngBug:This key is the opposite of what it does; setting it to NO will show PotatOS.  [todo tested in ?]
Starting Team ([todo internal name (i)]) <choices> (in all games since Portal 2)
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 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.

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 Source 2006), 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.pngNote:Prevents the model from moving.
Icon-Bug.pngBug:Unparenting unconstrained weapons will corrupt its position.  [todo tested in ?]
Deny player pickup (reserve for NPC) : [2]
Not puntable by Gravity Gun : [4]
Disable pickup sound Portal 2: Community Edition : [8]

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 <angleRedirectInput/Vector>
Fires the orange in the specified direction.
Icon-Bug.pngBug:Using this input in Portal 2 will crash the game.  [todo tested in ?]
FirePortalDirection2 <angleRedirectInput/Vector>
Fires the orange portal in the specified direction.
Icon-Bug.pngBug:Using this input in Portal 2 will crash the game.  [todo tested in ?]


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.