Prop weighted cube: Difference between revisions

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(Add schrödingers cube)
(Added p2ce inputs and outputs)
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{{IO|PreDissolveJoke|"GLaDOS make a funny about the cube". Non-functional.}}
{{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.}}
{{IO|EmitLaser|Turn laser on or off. Pass {{boolean}} 0 or 1 as parameter.|only={{P2CE}}}}
{{I Targetname}}
{{I Targetname}}
{{I Reflection}}
{{I Reflection}}
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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|Fired when the cube is painted with gel.}}
{{IO|OnPainted|Fired when the cube is painted with gel. {{note|In {{P2CE}}, the paint type enum value is passed as the parameter.}}}}
{{IO|OnPowered|Fired when the cube is powered by a laser.|only={{P2CE}}}}
{{IO|OnUnpowered|Fired when the cube is no longer powered by a laser.|only={{P2CE}}}}
{{O Targetname}}
{{O Targetname}}

Revision as of 05:13, 19 August 2020

Types of the Aperture Science Weighted Storage Cube.

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.

Note.pngNote:Frankenturrets are their own entity, prop_monster_box.
Tip.pngTip:TeamSpen210's Hammer Addons allow this entity to accurately display all cube types in Hammer, as well as custom models.

Keyvalues

Cube Type ([todo internal name (i)]) <choices>
Cube model type.
  • 0 : Standard
  • 1 : Companion
  • 2 : Reflective
  • 3 : Sphere
  • 4 : Antique
  • 5 : Schrödinger's Cube (only in Portal 2: Community Edition)
  • 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 or target).
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 Portal 2)
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.
EmitLaser  (only in Portal 2: Community Edition)
Turn laser on or off. Pass <boolean> 0 or 1 as parameter.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
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.
Note.pngNote:In Portal 2: Community Edition, the paint type enum value is passed as the parameter.
OnPowered  (only in Portal 2: Community Edition)
Fired when the cube is powered by a laser.
OnUnpowered  (only in Portal 2: Community Edition)
Fired when the cube is no longer powered by a laser.