Prop monster box: Difference between revisions
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Bug:If painted, Frankenturrets will not bounce around, slide or otherwise be affected by the gel. Players and other physics objects can be launched by bounce-gelled Frankenturrets. [todo tested in ?]
Bug:Due to limitations of the viewmodel grabbing system, picking up frankenturrets in co-op causes them to freeze in a default pose and lose all their face plates. They return to normal when dropped. [todo tested in ?]
(add some missing bugs) |
(-added class hierarchy, cleanup) |
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{{CD|???|base=CPhysicsProp}} | |||
[[File:prop_monster_box.jpg|right|thumb|In-game screenshot of a prop_monster_box.]] | [[File:prop_monster_box.jpg|right|thumb|In-game screenshot of a prop_monster_box.]] | ||
{{this is a|point entity|game=Portal 2|name=prop_monster_box}} | |||
It is a "Frankenturret", the result of welding together two [[npc_portal_turret_floor|turrets]] and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. When they press floor buttons, they will switch into the box state. | It is a "Frankenturret", the result of welding together two [[npc_portal_turret_floor|turrets]] and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. When they press floor buttons, they will switch into the box state. | ||
{{bug|If painted, Frankenturrets will not bounce around, slide or otherwise be affected by the gel. Players and other physics objects can be launched by bounce-gelled Frankenturrets.}} | {{bug|If painted, Frankenturrets will not bounce around, slide or otherwise be affected by the gel. Players and other physics objects can be launched by bounce-gelled Frankenturrets.}} | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV|Start As Box|boolean|Start as a cube instead of the extended mode.}} | {{KV|Start As Box|intn=StartAsBox|boolean|Start as a cube instead of the extended mode.}} | ||
{{KV|Box Switch Speed|float|Speed to force switch to a cube.}} | {{KV|Box Switch Speed|intn=BoxSwitchSpeed|float|Speed to force switch to a cube.}} | ||
{{KV|Allow SilentDissolve input|boolean|Allow the SilentDissolve input to dissolve this monster. | {{KV|Allow SilentDissolve input|intn=AllowSilentDissolve|boolean|Allow the SilentDissolve input to dissolve this monster.}} | ||
==Inputs== | ==Inputs== | ||
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{{IO|Dissolve|Dissolves the Frankenturret.}} | {{IO|Dissolve|Dissolves the Frankenturret.}} | ||
{{IO|SilentDissolve|Kills the Frankenturret and fires its OnFizzled output.}} | {{IO|SilentDissolve|Kills the Frankenturret and fires its OnFizzled output.}} | ||
==Outputs== | ==Outputs== | ||
{{IO|OnFizzled|Fired when the Frankenturret gets fizzled.}} | {{IO|OnFizzled|Fired when the Frankenturret gets fizzled.}} | ||
Revision as of 06:52, 2 July 2024
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prop_monster_box
is a point entity available in Portal 2.
It is a "Frankenturret", the result of welding together two turrets and one weighted storage cube. While it can't attack, it can still move on its own under certain conditions. When they press floor buttons, they will switch into the box state.


Keyvalues
- Start As Box (StartAsBox) <boolean>
- Start as a cube instead of the extended mode.
- Box Switch Speed (BoxSwitchSpeed) <float>
- Speed to force switch to a cube.
- Allow SilentDissolve input (AllowSilentDissolve) <boolean>
- Allow the SilentDissolve input to dissolve this monster.
Inputs
- BecomeBox
- Force the Frankenturret to become a cube.
- BecomeMonster
- Allow the Turrets to come out when set down.
- BecomeShortcircuit
- Short circuit this Frankenturret, forcing it into the cube state and playing spark particle effects.
Bug:In singleplayer, this forces the player to drop the object they are currently holding, even if that object is not the frankenturret itself [todo tested in ?]
- Dissolve
- Dissolves the Frankenturret.
- SilentDissolve
- Kills the Frankenturret and fires its OnFizzled output.
Outputs
- OnFizzled
- Fired when the Frankenturret gets fizzled.