This article relates to the game "Portal". Click here for more information.
This article relates to the game "Portal 2". Click here for more information.

Weapon portal base: Difference between revisions

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{{this is a|e0|name=weapon_portal_base|series=Portal}} It's a code class in {{portal|4}} and {{portal2|4}} which is a base class for all weapon entities.<br>
{{this is a|e0|name=weapon_portal_base|series=Portal}}
It is functionally similar to [[baseportalcombatweapon]] and [[basehlcombatweapon]] but not entirely
 
While its classname entity goes entirely unused, it can be repurposed by maps and mods to make simple custom weapons.<br>
{{bug|For an unknown reason custom weapons, that have a ammo type set, can be used only once}}
 
==Creation==
 
If a valid weapon script named {{Code|preset=3|weapon_portal_base.txt}} is placed in the {{path|/scripts/}} folder, it will use that script to define its models, ammo type, etc (this works even if the script is packed into the map). If the script allows the weapon to fire bullets, it will shoot as a low accuracy machine gun, similar to how the [[weapon_ar2|AR2]] fires.
{{note|Weapons created using {{Code|preset=3|weapon_portal_base}} do not have a secondary fire}}
 
If its ammo type is valid, it will do damage like any other weapon, allowing for the creation of a fully custom machine gun without any new weapon code.
 
==Fixing the damage==
 
In {{portal2|4}}, all the {{hl2|4}} ammotypes exist in game, but the convars for damage and max ammo capacity are all set to 0 by default. Copying {{path|hl2/cfg/skill|cfg}} over from {{hl2|4}} into {{path|portal2/cfg/skill_portal2|cfg}} or setting the convars directly allows the {{hl2|4}} ammotypes to be used to create damaging weapons in {{p2|4}}.<br>
Paired in conjunction with {{p2|4}}'s coop mode this allows for the creation of deathmatch style maps.
 
{{Note|This does not need to be done in {{p2ce}}, as {{hl2}} weapons are implemented by default.}}
 
==Custom "weapons"==
If the script is one that doesn't shoot bullets (for example, if the [[weapon_physcannon| gravity gun]] script is copied over), it will still act as a viewmodel and play firing animations, which is perfect for making new mechanically distinct weapons via entities like [[game_ui]] (for getting player left and right clicks) and [[logic_measure_movement]] (to move entities to the players eye position, for spawning projectiles or other weapon effects).
 
If the player doesn't have an [[item_suit]], the command {{Code|preset=3|use weapon_portal_base}} can be used to switch to this weapon, and {{Code|preset=3|use [[weapon_portalgun]]}} can be used to switch back to the portal gun.
 
{{note|[[item_suit]] doesn't exist in {{p2|2}}, so {{code|preset=3|use}} method is required.}}
{{bug|Going through a [[trigger_portal_cleanser]] after the player has placed portals will show the portal gun's fizzle animation, even if the player is not holding the portal gun. This can be worked around by setting up a [[trigger_multiple]] and a [[game_ui]] to hide the player's held weapon while they walk through the fizzler.}}
 
==FGD Code==
<pre>
@PointClass base(Weapon,Targetname, Parentname) studio("models/weapons/w_portalgun.mdl") = weapon_portal_base : "Custom Weapon"[]
</pre>
 
==See Also==
*[[weapon_portalgun]]
*[[basehlcombatweapon]]
*[[baseportalcombatweapon]]
*[[weapon_cubemap]]
*[[weapon_promo_antenna_ball]]
*[[weapon_promo_antenna_egg]]
*[[weapon_promo_helmet_ball]]
*[[weapon_promo_helmet_egg]]
 
==Credits==
This article has been copied from the [https://srcents.miraheze.org/wiki/Main_Page Source Entities Wiki].
 
Original article by [[User:Pinsplash | Pinsplash]]: https://srcents.miraheze.org/wiki/CWeaponPortalBase
 
[[Category:Weapons]]
[[Category:Weapons]]

Revision as of 08:08, 3 January 2024

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Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

weapon_portal_base is an e0 available in Portal series Portal series.