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.
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{{CD|CEnergyBallLauncher|nolink=1|file1=prop_energy_ball.cpp}} | |||
{{this is a|point entity|name=point_energy_ball_launcher|series=Portal}} | {{this is a|point entity|name=point_energy_ball_launcher|series=Portal}} | ||
It spawns and launches a [[prop_energy_ball]] periodically. | It spawns and launches a [[prop_energy_ball]] periodically. | ||
{{note|In Portal 2, the models, materials, and sounds for the actual balls are missing and must be copied from HL2.}} | {{note|In Portal 2, the models, materials, and sounds for the actual balls are missing and must be copied from HL2.}} | ||
==Keyvalues== | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Ball Lifetime|intn=balllifetime|float|The time in seconds the ball will live before self-destructing. A negative value will give infinite life.}} | {{KV|Ball Lifetime|intn=balllifetime|float|The time in seconds the ball will live before self-destructing. A negative value will give infinite life.}} | ||
{{KV|Min life after portal transition|intn=minlifeafterportal|float|When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum.}} | {{KV|Min life after portal transition|intn=minlifeafterportal|float|When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum.}} | ||
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{{KV|Ball flicker material override|intn=ballmaterial2|material|Overrides the other ball material.|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|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}}}} | ||
==Flags== | == Flags == | ||
{{fl|1|Override ball material {{P2CE}}}} | |||
{{fl|4096|Start inactive}} | |||
{{fl|8192|Combine power supply}} | |||
==Inputs== | == Inputs == | ||
{{ | {{I|BallCaught|Ball this launcher created was 'caught'.|since=P2}} | ||
{{ | {{I|LaunchBall}} | ||
{{ | {{I|Enable|Enable spawning of combine balls}} | ||
{{ | {{I|Disable|Disable spawning of combine balls}} | ||
==Outputs== | == Outputs == | ||
{{ | {{O|OnBallCaught|Fired when a ball this entity has launched has been 'caught'.|since=P2}} | ||
{{ | {{O|OnPostSpawnBall|Fired after the ball has spawned.}} | ||
{{ | {{O|OnBallGrabbed|Fired when a combine ball is grabbed from the field by a mega physcannon}} | ||
{{ | {{O|OnBallReinserted|Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)}} | ||
{{ | {{O|OnBallHitTopSide|Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)}} | ||
{{ | {{O|OnBallHitBottomSide|Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)}} | ||
{{ | {{O|OnLastBallGrabbed|Fired when the last combine ball is grabbed from the field by a mega physcannon}} | ||
{{ | {{O|OnFirstBallReinserted|Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)}} | ||
==See also== | == See also == | ||
*[[Creating an energy ball launcher and catcher]] | * [[Creating an energy ball launcher and catcher]] |
Latest revision as of 14:05, 25 September 2024
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CEnergyBallLauncher |
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point_energy_ball_launcher
is a point entity available in Portal series.
It spawns and launches a prop_energy_ball periodically.

Keyvalues
- 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
- 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 Bounces (maxballbounces) <integer> (only in
)
- Sets on which bounce the ball should explode. (Ported from HL2 combine balls)
- 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
- Start inactive : [4096]
- Combine power supply : [8192]
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)