Point energy ball launcher: Difference between revisions
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Note:In Portal 2, the models and materials for the actual balls are missing and must be copied from HL2.
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{{KV|Max ball speed|float|The maximum speed of balls that fly in the spawner}} | {{KV|Max ball speed|float|The maximum speed of balls that fly in the spawner}} | ||
{{KV|Ball radius|float|The radius of the energy balls}} | {{KV|Ball radius|float|The radius of the energy balls}} | ||
{{KV|Ball Type|choices|Combine Ball Type}} | {{KV|Ball Type|choices|Combine Ball Type {{clarify}}}} | ||
:* 0 : Combine Energy Ball 1 | :* 0 : Combine Energy Ball 1 | ||
:* 1 : Combine Energy Ball 2 | :* 1 : Combine Energy Ball 2 |
Revision as of 18:26, 8 June 2012
Template:Portal series point It spawns and launches an energy ball periodically.

Keyvalues
- Ball Lifetime ([todo internal name (i)]) <float>
- The time in seconds the ball will live before self-destructing. A negative value will give infinite life.
- Min life after portal transition ([todo internal name (i)]) <float>
- When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum.
- Ball count ([todo internal name (i)]) <integer>
- This is how many balls will be bouncing around inside the spawner
- Min ball speed ([todo internal name (i)]) <float>
- The minimum speed of balls that fly in the spawner
- Max ball speed ([todo internal name (i)]) <float>
- The maximum speed of balls that fly in the spawner
- Ball Type ([todo internal name (i)]) <choices>
- Combine Ball Type [Clarify]
- 0 : Combine Energy Ball 1
- 1 : Combine Energy Ball 2
- 2 : Combine Energy Ball 3
- 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
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.
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- 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.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Flags
- 4096 : Start inactive
- 8192 : Combine power supply
Inputs
- BallCaught (in all games since
)
- Ball this launcher created was 'caught'.
- LaunchBall
- Enable
- Enable spawning of combine balls
- Disable
- Disable spawning of combine balls
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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
- OnBallCaught (in all games since
)
- Fired when a ball this entity has launched has been 'caught'.
- OnPostSpawnBall
- Fired after the ball has spawned.
- OnBallGrabbed
- Fired when a combine ball is grabbed from the field by a mega physcannon
- OnBallReinserted
- Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)
- OnBallHitTopSide
- Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)
- OnBallHitBottomSide
- Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)
- OnLastBallGrabbed
- Fired when the last combine ball is grabbed from the field by a mega physcannon
- OnFirstBallReinserted
- Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)