Weapon portalgun: Difference between revisions
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(Added in notes about FirePortalDirection1/2 crashing the game if used. Tried recently, assuming hasn't yet been fixed.) |
(This is a bug I found ages ago.) |
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Line 5: | Line 5: | ||
{{KV|CanFirePortal2|boolean|Can this portalgun create orange portals?}} | {{KV|CanFirePortal2|boolean|Can this portalgun create orange portals?}} | ||
{{KV|Show Potatos|boolean|Show potatos.|since=P2}} | {{KV|Show Potatos|boolean|Show potatos.|since=P2}} | ||
{{bug|In [[portal_2|Portal 2]], 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 |
Revision as of 22:11, 17 March 2012
Template:Portal series point It 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.
Keyvalues
- Starting Team ([todo internal name (i)]) <choices> (in all games since
)
- 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
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.
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
), 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
- 1 : Start Constrained
- Prevents the model from moving.
- 2 : Deny player pickup (reserve for NPC)
- 4 : Not puntable by Gravity Gun
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 1 (orange) in the specified direction.
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.