Prop weighted cube: Difference between revisions
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Note:Frankenturrets are their own entity, prop_monster_box.
Tip:TeamSpen210's Hammer Addons allow this entity to accurately display all cube types in Hammer, as well as custom models.
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[[File:portal2_cube_types.jpg|thumb|right|500px|Types of the Aperture Science Weighted Storage Cube.]] | [[File:portal2_cube_types.jpg|thumb|right|500px|Types of the Aperture Science Weighted Storage Cube.]] | ||
{{portal2 point|prop_weighted_cube}} | {{portal2 point|prop_weighted_cube}} It represents the various kinds of Weighted storage cubes, including the Discouragement Redirection Cube that redirects [[Thermal Discouragement Beam]]s. It can be painted with [[gel]]. | ||
{{note|Frankenturrets are their own entity, [[prop_monster_box]].}} | |||
{{tip|[https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons] allow this entity to accurately display all cube types in Hammer, as well as custom models.}} | |||
It represents the various kinds of Weighted storage cubes, including the | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Cube Type|choices|Cube model type.}} | {{KV|Cube Type|choices|Cube model type.}} | ||
:* 0 : Standard | :* 0 : Standard | ||
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:* 3 : Sphere | :* 3 : Sphere | ||
:* 4 : Antique | :* 4 : Antique | ||
{{KV|Skin Type|choices| | :* 6 : Custom model ({{Not in FGD}}) | ||
{{KV|Skin Type|choices|Which skin variant to use. Only Standard and Reflection cubes have rusted skins.}} | |||
:* 0 : Clean | :* 0 : Clean | ||
:* 1 : Rusted | :* 1 : Rusted | ||
{{KV|Paint Power|choices|The paint | {{KV|model|string|nofgd=1|If Cube Type is set to 6, this is the model to use. Swap to a normal type OnMapSpawn using AddOutput to ensure gel skins behave correctly.}} | ||
{{KV|Paint Power|choices|The cube's starting paint type.}} | |||
:* 0 : Bounce | :* 0 : Bounce | ||
:* 2 : Speed | :* 2 : Speed | ||
:* 3 : Portal | :* 3 : Portal | ||
:* 4 : None | :* 4 : None | ||
{{KV|Skin (OLD)|choices|Cube skin, old method. Deprecated; use Cube Type instead.}} | |||
:* 0 : Standard | |||
:* 1 : Companion | |||
:* 2 : Standard Activated | |||
:* 3 : Reflective | |||
:* 4 : Sphere | |||
:* 5 : Antique | |||
{{KV|Use new skins|boolean|Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.}} | {{KV|Use new skins|boolean|Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.}} | ||
{{KV|Allow [[Portal Funneling]]|boolean|Whether or not this object should auto-funnel into a portal.}} | {{KV|Allow [[Portal Funneling]]|boolean|Whether or not this object should auto-funnel into a portal.}} | ||
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{{IO|Dissolve|Dissolves the cube.}} | {{IO|Dissolve|Dissolves the cube.}} | ||
{{IO|SilentDissolve|Kills the cube and fires its OnFizzled output.}} | {{IO|SilentDissolve|Kills the cube and fires its OnFizzled output.}} | ||
{{IO|PreDissolveJoke|GLaDOS | {{IO|PreDissolveJoke|"GLaDOS make a funny about the cube". Non-functional.}} | ||
{{IO|ExitDisabledState|Exits the disabled state of a reflective cube.}} | {{IO|ExitDisabledState|Exits the disabled state of a reflective cube.}} | ||
{{I Targetname}} | {{I Targetname}} | ||
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{{IO|OnPlayerPickup|Player picked up the cube.}} | {{IO|OnPlayerPickup|Player picked up the cube.}} | ||
{{IO|OnPhysGunDrop|Player dropped the cube.}} | {{IO|OnPhysGunDrop|Player dropped the cube.}} | ||
{{IO|OnPainted| | {{IO|OnPainted|Fired when the cube is painted with gel.}} | ||
{{O Targetname}} | {{O Targetname}} |
Revision as of 21:50, 9 May 2020
Template:Portal2 point It represents the various kinds of Weighted storage cubes, including the Discouragement Redirection Cube that redirects Thermal Discouragement Beams. It can be painted with gel.


Keyvalues
- Cube Type ([todo internal name (i)]) <choices>
- Cube model type.
- 0 : Standard
- 1 : Companion
- 2 : Reflective
- 3 : Sphere
- 4 : Antique
- 6 : Custom model (!FGD)
- Skin Type ([todo internal name (i)]) <choices>
- Which skin variant to use. Only Standard and Reflection cubes have rusted skins.
- 0 : Clean
- 1 : Rusted
- model ([todo internal name (i)]) <string> !FGD
- If Cube Type is set to 6, this is the model to use. Swap to a normal type OnMapSpawn using AddOutput to ensure gel skins behave correctly.
- Paint Power ([todo internal name (i)]) <choices>
- The cube's starting paint type.
- 0 : Bounce
- 2 : Speed
- 3 : Portal
- 4 : None
- Skin (OLD) ([todo internal name (i)]) <choices>
- Cube skin, old method. Deprecated; use Cube Type instead.
- 0 : Standard
- 1 : Companion
- 2 : Standard Activated
- 3 : Reflective
- 4 : Sphere
- 5 : Antique
- Use new skins ([todo internal name (i)]) <boolean>
- Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.
- Allow Portal Funneling ([todo internal name (i)]) <boolean>
- Whether or not this object should auto-funnel into a portal.
- 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.
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
Inputs
- EnablePortalFunnel
- Enable portal funneling behavior.
- DisablePortalFunnel
- Disable portal funneling behavior.
- Dissolve
- Dissolves the cube.
- SilentDissolve
- Kills the cube and fires its OnFizzled output.
- PreDissolveJoke
- "GLaDOS make a funny about the cube". Non-functional.
- ExitDisabledState
- Exits the disabled state of a reflective cube.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Outputs
- OnFizzled
- Fired when a cube is fizzled.
- OnOrangePickUp
- Orange picked up the cube.
- OnBluePickUp
- Blue picked up the cube.
- OnPlayerPickup
- Player picked up the cube.
- OnPhysGunDrop
- Player dropped the cube.
- OnPainted
- Fired when the cube is painted with gel.