Prop scaled cube

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Revision as of 17:14, 9 July 2011 by Super200 (talk | contribs) (Created page with "{{portal2 point|prop_scaled_cube}} {{Ent not in fgd}} {{stub}} A variant of the Weighted Cube from Portal 2 that can be rescaled at will. It is part of the Sixense MotionPac...")
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Template:Portal2 point

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

Stub

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A variant of the Weighted Cube from Portal 2 that can be rescaled at will. It is part of the Sixense MotionPack.

FGD Code

@PointClass base(Targetname,Angles, Reflection) studio( "models/props_underground/underground_weighted_cube.mdl" ) = prop_scaled_cube : "Scalable Cube"
[
	skin(choices) : "Skin (OLD)" : 0 =
	[
		0 : "Standard"
		1 : "Companion"
		2 : "Standard Activated"
		3 : "Reflective"
		4 : "Sphere"
		5 : "Antique"
	]

	CubeType(choices) : "Cube Type" : 0 =
	[
		0 : "Standard"
		1 : "Companion"
		2 : "Reflective"
		3 : "Sphere"
		4 : "Antique"
	]

	SkinType(choices) : "Skin Type" : 0 =
	[
		0 : "Clean"
		1 : "Rusted"
	]

	PaintPower(choices) : "Paint Power" : 4 :
	"The paint power of the cube." =
	[
		0 : "Bounce"
		2 : "Speed"
		3 : "Portal"
		4 : "None"
	]

	NewSkins(boolean) : "Use new skins" : 0 : "Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field."

	allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."

	input  EnablePortalFunnel(void) : "Enable portal funneling behavior."
	input  DisablePortalFunnel(void) : "Disable portal funneling behavior."

	input  Dissolve(void) : "Dissolves the cube."
	input  SilentDissolve(void) : "Kills the cube and fires its OnFizzled output."
	input  PreDissolveJoke(void) : "GLaDOS make a funny about the cube."
	input  ExitDisabledState(void) : "Exits the disabled state of a reflective cube."
	output OnFizzled(void) : "Fired when a cube is fizzled."
	output OnOrangePickUp(void) : "Orange picked up the cube."
	output OnBluePickUp(void) : "Blue picked up the cube."
	output OnPlayerPickup(void) : "Player picked up the cube."
	output OnPhysGunDrop(void) : "Player dropped the cube."
	output OnPainted(void) : "Cube got painted."
]