Prop weighted cube: Difference between revisions
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==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV Targetname}} | ||
{{KV | {{KV Angles}} | ||
{{KV | {{KV Reflection}} | ||
{{KV| | {{KV|Skin (OLD)|choices}} | ||
:* 0 : | :* 0 : Standard | ||
:* 1 : Companion | :* 1 : Companion | ||
:* 2 : | :* 2 : Standard Activated | ||
:* 3 : | :* 3 : Reflective | ||
:* 4 : | :* 4 : Sphere | ||
{{KV| | :* 5 : Antique | ||
{{KV| | {{KV|Cube Type|choices}} | ||
:* 0 : | :* 0 : Standard | ||
:* 1 : | :* 1 : Companion | ||
:* 2 : | :* 2 : Reflective | ||
:* 3 : Sphere | |||
:* 4 : Antique | |||
{{ | {{KV|Skin Type|choices}} | ||
:* 0 : Clean | |||
:* 1 : Rusted | |||
{{KV|Paint Power|choices|The paint power of the cube.}} | |||
:* 0 : Bounce | |||
:* 2 : Speed | |||
:* 3 : Portal | |||
:* 4 : None | |||
{{KV|Use new skins|boolean|Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.}} | |||
{{KV|Allow Portal Funneling|boolean|Whether or not this object should auto-funnel into a portal.}} | |||
==Inputs== | ==Inputs== | ||
{{I | {{I Targetname}} | ||
{{I | {{I Reflection}} | ||
==Outputs== | ==Outputs== | ||
{{O | {{O Targetname}} | ||
{{ | {{IO|OnFizzled|Fired when a cube is fizzled.}} | ||
{{IO|OnOrangePickUp|Orange picked up the cube.}} | |||
{{IO|OnBluePickUp|Blue picked up the cube.}} | |||
{{IO|OnPlayerPickup|Player picked up the cube.}} | |||
{{IO|OnPhysGunDrop|Player dropped the cube.}} | |||
{{IO|OnPainted|Cube got painted.}} |
Revision as of 02:39, 11 May 2011

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Entity description
The various kinds of Weighted storage cubes, including the Weighted Pivot Cube (also known as Discouragement Redirection Cubes) that redirects Thermal Discouragement Beams. Not to be confused with the Frankenturrets.
Keyvalues
- 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.
- 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.
- Skin (OLD) ([todo internal name (i)]) <choices>
-
- 0 : Standard
- 1 : Companion
- 2 : Standard Activated
- 3 : Reflective
- 4 : Sphere
- 5 : Antique
- Cube Type ([todo internal name (i)]) <choices>
-
- 0 : Standard
- 1 : Companion
- 2 : Reflective
- 3 : Sphere
- 4 : Antique
- Skin Type ([todo internal name (i)]) <choices>
-
- 0 : Clean
- 1 : Rusted
- Paint Power ([todo internal name (i)]) <choices>
- The paint power of the cube.
- 0 : Bounce
- 2 : Speed
- 3 : Portal
- 4 : None
- Use new skins ([todo internal name (i)]) <boolean>
- Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.
- Allow Portal Funneling ([todo internal name (i)]) <boolean>
- Whether or not this object should auto-funnel into a portal.
Inputs
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in 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
- Cube got painted.