Point energy ball launcher: Difference between revisions
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Note:In Portal 2, the models, materials, and sounds for the actual balls are missing and must be copied from HL2.
(Use BaseEntity templates instead of targetname/parentname) |
(Added intn to p2ce keyvalues and the ballexplodeplayer keyvalue) |
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{{KV|Ball Respawn Time|intn=ballrespawntime|float|The energy balls respawn time}} | {{KV|Ball Respawn Time|intn=ballrespawntime|float|The energy balls respawn time}} | ||
{{KV|Ball Damage|intn=balldamage|float|The amount of damage the ball should deal to players|only={{P2CE}}}} | {{KV|Ball Damage|intn=balldamage|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 explode player|intn=ballexplodeplayer|boolean|Sets if the ball should explode on player contact or ignore the player|only={{P2CE}}}} | ||
{{KV|Ball flicker material override|material|Overrides the other ball material.|only={{P2CE}}}} | {{KV|Ball body material override|intn=ballmaterial1|material|Override the main 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|Ball flicker material override|intn=ballmaterial2|material|Overrides the other ball material.|only={{P2CE}}}} | ||
{{KV|Ball knockback multiplier|intn=ballknockback|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 BaseEntity|base=1|l4d2=1}} | {{KV BaseEntity|base=1|l4d2=1}} | ||
Revision as of 11:23, 28 July 2020
Entity description
It spawns and launches a prop_energy_ball periodically.

Keyvalues
- Ball Lifetime (balllifetime) <float>
- The time in seconds the ball will live before self-destructing. A negative value will give infinite life.
- Min life after portal transition (minlifeafterportal) <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 (ballcount) <integer>
- This is how many balls will be bouncing around inside the spawner
- Min ball speed (minspeed) <float>
- The minimum speed of balls that fly in the spawner
- Max ball speed (maxspeed) <float>
- The maximum speed of balls that fly in the spawner
- Ball radius (ballradius) <float>
- The radius of the energy balls
- Ball Type (balltype) <choices>
- Has no effect.
- Ball Respawn Time (ballrespawntime) <float>
- The energy balls respawn time
- Ball Damage (balldamage) <float> (only in
)
- The amount of damage the ball should deal to players
- Ball explode player (ballexplodeplayer) <boolean> (only in
)
- Sets if the ball should explode on player contact or ignore the player
- Ball body material override (ballmaterial1) <material> (only in
)
- Override the main ball material.
- Ball flicker material override (ballmaterial2) <material> (only in
)
- Overrides the other ball material.
- Ball knockback multiplier (ballknockback) <float> (only in
)
Flags
Inputs
- BallCaught (in all games since
)
- Ball this launcher created was 'caught'.
- LaunchBall
- Enable
- Enable spawning of combine balls
- Disable
- Disable spawning of combine balls
Outputs
- OnBallCaught (in all games since
)
- 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)