Weapon portalgun: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
Line 2: Line 2:


== Entity description ==
== Entity description ==
This entity places a portal gun in a map that can be picked up and used as a weapon. It's used to open one or two portals in the game.
This entity places a portal gun in a map that can be picked up and used as a weapon. It's used to open one or two portals in the game. It can also be used to pick up objects with mass up to 85 kg.


== Availability ==
== Availability ==

Revision as of 02:17, 19 February 2010

Template:Wrongtitle

Entity description

This entity places a portal gun in a map that can be picked up and used as a weapon. It's used to open one or two portals in the game. It can also be used to pick up objects with mass up to 85 kg.

Availability

This point entity is exclusive to Portal.

Keyvalues

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.
  • CanFirePortal1
<boolean> Can this portalgun create blue portals?
  • CanFirePortal2
<boolean> Can this portalgun create orange portals?

Flags

  • 1 : Start Constrained
Prevents the model from moving.
  • 2 : Deny player pickup (reserve for NPC) (in all games since Half-Life 2: Episode One)
  • 4 : Not puntable by Gravity Gun (in all games since Half-Life 2: Episode One)

Inputs

  • ChargePortal1
Does charge up effect for mounted portalgun.
  • ChargePortal2
Does charge up effect for mounted portalgun.
  • 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 portal 1 (blue) in the specified direction.
  • FirePortalDirection2
<angle> Fires portal 2 (orange) in the specified direction.

Outputs

  • 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.
  • OnNPCPickup
Fires when an NPC picks up this weapon. (!activator is the NPC)
  • OnFiredPortal1
Fires when the first (blue) portal is fired.
  • OnFiredPortal2
Fires when the second (orange) portal is fired.