Npc personality core: Difference between revisions

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m (typo fixing)
m (Re-arranged some fields)
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{{screenshot}}
{{portal2 point|npc_personality_core}}
{{portal2 point|npc_personality_core}}
{{screenshot}}


==Entity description==
==Entity description==
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==Keyvalues==
==Keyvalues==
{{KV Parentname}}
{{KV|Alt Model Skin|choices|If using the 'alt' skin, this sets the eye color -- If not using the alt skin, (0 {{=}} broken) (1{{=}}normal)}}
{{KV|Alt Model Skin|choices|If using the 'alt' skin, this sets the eye color -- If not using the alt skin, (0 {{=}} broken) (1{{=}}normal)}}
:* 0 : Blue Eye / Broken ''(Wheatley)''
:* 0 : Blue Eye / Broken ''(Wheatley)''
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:* 3 : Purple Eye / NA ''(Information Core)''
:* 3 : Purple Eye / NA ''(Information Core)''
{{KV|Use Alternate Skins|boolean|Use the model with corrupted skins, instead of the skins in the original model. }}
{{KV|Use Alternate Skins|boolean|Use the model with corrupted skins, instead of the skins in the original model. }}
{{KV Parentname}}


==Inputs==
==Inputs==
{{I Parentname}}
{{IO|EnableMotion|Enable physics motion/collision response.}}
{{IO|EnableMotion|Enable physics motion/collision response.}}
{{IO|DisableMotion|Disable physics motion/collision response.}}
{{IO|DisableMotion|Disable physics motion/collision response.}}
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{{IO|ClearIdleSequence|Return to the default idle animation.}}
{{IO|ClearIdleSequence|Return to the default idle animation.}}
{{IO|Explode|Explode the sphere.}}
{{IO|Explode|Explode the sphere.}}
{{I Parentname}}


==Outputs==
==Outputs==
{{IO|OnPlayerPickup|Fired whenever the player picks up the core.}}
{{IO|OnPlayerPickup|Fired whenever the player picks up the core.}}
{{IO|OnPlayerDrop|Fired whenever the player drops the core.}}
{{IO|OnPlayerDrop|Fired whenever the player drops the core.}}

Revision as of 01:15, 13 May 2011

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Template:Portal2 point

Entity description

A personality core of the GlaDOS computer, such as Wheatley.

Keyvalues

Alt Model Skin ([todo internal name (i)]) <choices>
If using the 'alt' skin, this sets the eye color -- If not using the alt skin, (0 = broken) (1=normal)
  • 0 : Blue Eye / Broken (Wheatley)
  • 1 : Green Eye / Normal (Adventure Core)
  • 2 : Red Eye / NA (Space Core))
  • 3 : Purple Eye / NA (Information Core)
Use Alternate Skins ([todo internal name (i)]) <boolean>
Use the model with corrupted skins, instead of the skins in the original model.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Inputs

EnableMotion
Enable physics motion/collision response.
DisableMotion
Disable physics motion/collision response.
EnableFlashlight
Enable the eye flashlight.
DisableFlashlight
Disable the eye flashlight.
ForcePickup
Force the player to pickpup the sphere.
EnablePickup
Allow player pickup.
DisablePickup
Disable player pickup.
PlayAttach
Play the attach animation, used for syncing with the socket animation.
PlayDetach
Play the detach animation, used for syncing with the socket animation.
PlayLock
Play the lock animation, used for syncing with the socket animation.
SetIdleSequence <stringRedirectInput/string>
Set a sequence to use as an idle.
ClearIdleSequence
Return to the default idle animation.
Explode
Explode the sphere.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

OnPlayerPickup
Fired whenever the player picks up the core.
OnPlayerDrop
Fired whenever the player drops the core.