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
Note:A weapon_portalgun firing on its own will not target info_placement_helpers (even ones with Force Placement enabled).
Bug:This key is the opposite of what it does; setting it to NO will show PotatOS. [todo tested in ?]
(Will not target placement helpers) |
(Added p2ce's spawnflag) |
||
Line 25: | Line 25: | ||
* 2 : Deny player pickup (reserve for NPC) | * 2 : Deny player pickup (reserve for NPC) | ||
* 4 : Not puntable by Gravity Gun | * 4 : Not puntable by Gravity Gun | ||
* 8 : Disable pickup sound {{P2CE}} | |||
==Inputs== | ==Inputs== |
Revision as of 11:18, 28 July 2020
Template:Portal series point This is the entity that is seen before picking up the portal gun, and what shoots portals. It can be used to pick up physics objects that weigh up to 85kg.

sp_
prefix (including custom ones). This can be avoided in four ways:- Remove the prefix.
- Use a logic_auto to kill
failsafe_transition_script
at the start of the map. (This entity is added automatically by the game.) - 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.
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.