Weapon portalgun: Difference between revisions
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Note:In Portal 2, players will spawn already holding a portal gun on all maps with the
Bug:This key is the opposite of what it does; setting it to NO will show PotatOS. [todo tested in ?]
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[[File: | {{portal series point|weapon_portalgun}} This is the entity that is seen before picking up the portal gun, and what shoots portals. It can lift up to 85kg. {{note|In Portal 2, players will spawn already holding a portal gun on all maps with the <code>sp_</code> prefix (including custom ones). This can be avoided in three ways:}} | ||
[[File:Portal gun shot.png|thumbnail|200px|A weapon_portalgun firing.]]<!---please keep this here, i know it looks odd.---> | |||
:*Remove the prefix. | |||
:*Use a [[trigger_weapon_strip]]. | |||
:*(If you're making a mod,) copy <code>common\Portal 2\portal2\scripts\vscripts\transitions\sp_transition_list.nut</code> to <code>scripts\vscripts\transitions</code> inside your mod folder and modify it for your mod. | |||
==Keyvalues== | |||
== Keyvalues == | |||
{{KV|CanFirePortal1|boolean|Can this portal gun create blue portals?}} | {{KV|CanFirePortal1|boolean|Can this portal gun create blue portals?}} | ||
{{KV|CanFirePortal2|boolean|Can this portal gun create orange portals?}} | {{KV|CanFirePortal2|boolean|Can this portal gun create orange portals?}} | ||
Line 21: | Line 18: | ||
{{KV NewFade}} | {{KV NewFade}} | ||
== Flags == | ==Flags== | ||
* 1 : Start Constrained | * 1 : Start Constrained | ||
: Prevents the model from moving. | : Prevents the model from moving. | ||
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* 4 : Not puntable by Gravity Gun | * 4 : Not puntable by Gravity Gun | ||
== Inputs == | ==Inputs== | ||
{{IO|ChargePortal1|Does charge up effect for mounted portal gun}} | {{IO|ChargePortal1|Does charge up effect for mounted portal gun}} | ||
{{IO|ChargePortal2|Does charge up effect for mounted portal gun}} | {{IO|ChargePortal2|Does charge up effect for mounted portal gun}} | ||
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{{I Targetname}} | {{I Targetname}} | ||
== Outputs == | ==Outputs== | ||
{{IO|OnFiredPortal1|Fires when the first (blue) portal is fired}} | {{IO|OnFiredPortal1|Fires when the first (blue) portal is fired}} | ||
{{IO|OnFiredPortal2|Fires when the second (orange) portal is fired}} | {{IO|OnFiredPortal2|Fires when the second (orange) portal is fired}} | ||
{{O Weapon}} | {{O Weapon}} | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Revision as of 21:56, 29 May 2018
Template:Portal series point This is the entity that is seen before picking up the portal gun, and what shoots portals. It can lift up to 85kg.

sp_
prefix (including custom ones). This can be avoided in three ways:- Remove the prefix.
- Use a trigger_weapon_strip.
- (If you're making a mod,) copy
common\Portal 2\portal2\scripts\vscripts\transitions\sp_transition_list.nut
toscripts\vscripts\transitions
inside your mod folder and modify it for your mod.
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.