Weapon portalgun: Difference between revisions
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==Entity description== | ==Entity description== | ||
The portal gun is the main testing element in the Portal series. It can create two linked portals on certain services and pick up [[prop_physics|props]] as heavy as 85kg. | The portal gun is the main testing element in the Portal series. It can create two linked portals on certain services and pick up [[prop_physics|props]] as heavy as 85kg. | ||
The portalgun appear mostly by default in your hand on all maps that starts with "sp_aX" (including your custom ones) to remove it (if you want), you can just rename your vmf removing the "sp_aX" and recompiling the map, or using a [[trigger_weapon_strip]]. | |||
== Keyvalues == | == Keyvalues == |
Revision as of 05:42, 5 July 2017
Entity description
The portal gun is the main testing element in the Portal series. It can create two linked portals on certain services and pick up props as heavy as 85kg. The portalgun appear mostly by default in your hand on all maps that starts with "sp_aX" (including your custom ones) to remove it (if you want), you can just rename your vmf removing the "sp_aX" and recompiling the map, or using a trigger_weapon_strip.
Keyvalues
- Show PotatOS ([todo internal name (i)]) <boolean> (in all games since
)
- Does this portal gun have PotatOS on the end?
- 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 portal gun
- ChargePortal2
- Does charge up effect for mounted portal gun
- 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 the orange in the specified direction
- FirePortalDirection2 <angle >
- Fires the orange portal 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.