Point energy ball launcher: Difference between revisions

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(Added link: prop_energy_ball)
(Added p2ce's features)
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:* 2 : Combine Energy Ball 3
:* 2 : Combine Energy Ball 3
{{KV|Ball Respawn Time|float|The energy balls respawn time}}
{{KV|Ball Respawn Time|float|The energy balls respawn time}}
{{KV|Ball Damage|float|The amount of damage the ball should deal to players|only={{P2CE}}}}
{{KV|Ball body material override|material|Override the main ball material.|only={{P2CE}}}}
{{KV|Ball flicker material override|material|Overrides the other ball material.|only={{P2CE}}}}
{{KV|Ball knockback multiplier|float|The ball's velocity is multiplied by this value to determine how strongly to knockback hit objects. Use 1 for 1:1 speed = knockback radio.|only={{P2CE}}}}
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
{{KV Parentname}}
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==Flags==
==Flags==
* 1 : Override ball material {{P2CE}}
* 4096 : Start inactive
* 4096 : Start inactive
* 8192 : Combine power supply
* 8192 : Combine power supply

Revision as of 17:44, 27 July 2020

Template:Portal series point

Entity description

It spawns and launches a prop_energy_ball periodically.

Note.pngNote:In Portal 2, the models, materials, and sounds for the actual balls are missing and must be copied from HL2.

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 radius ([todo internal name (i)]) <float>
The radius of the energy balls
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
Ball Respawn Time ([todo internal name (i)]) <float>
The energy balls respawn time
Ball Damage ([todo internal name (i)]) <float> (only in Portal 2: Community Edition)
The amount of damage the ball should deal to players
Ball body material override ([todo internal name (i)]) <material> (only in Portal 2: Community Edition)
Override the main ball material.
Ball flicker material override ([todo internal name (i)]) <material> (only in Portal 2: Community Edition)
Overrides the other ball material.
Ball knockback multiplier ([todo internal name (i)]) <float> (only in Portal 2: Community Edition)
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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

  • 1 : Override ball material Portal 2: Community Edition
  • 4096 : Start inactive
  • 8192 : Combine power supply

Inputs

BallCaught  (in all games since Portal 2)
Ball this launcher created was 'caught'.
LaunchBall
Enable
Enable spawning of combine balls
Disable
Disable spawning of combine balls
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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 Portal 2)
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)


See also