Weapon portalgun

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Revision as of 05:21, 13 June 2011 by Dmx6 (talk | contribs) (Added Category: Weapons)
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Template:Portal series point

Entity description

This entity places a portal gun in a map that can be picked up and used as a weapon. It's used to open one or two portals in the game. It can also be used to pick up objects with mass up to 85 kg.

Keyvalues

CanFirePortal1 ([todo internal name (i)]) <boolean>
Can this portalgun create blue portals?
CanFirePortal2 ([todo internal name (i)]) <boolean>
Can this portalgun create orange portals?
Show Potatos ([todo internal name (i)]) <boolean> (in all games since Portal 2)
Show potatos.
Starting Team ([todo internal name (i)]) <choices> (in all games since Portal 2)
Which team this gun originally belongs to. Will decide which portals it fires before being picked up.
  • 0 : Single Player
  • 2 : Orange
  • 3 : Blue
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.

BaseFadeProp:

Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.

Flags

  • 1 : Start Constrained
Prevents the model from moving.
  • 2 : Deny player pickup (reserve for NPC)
  • 4 : Not puntable by Gravity Gun

Inputs

ChargePortal1
Does charge up effect for mounted portalgun.
ChargePortal2
Does charge up effect for mounted portalgun.
FirePortal1
Projects portal 1 (blue) onto a wall in the facing direction of the gun.
FirePortal2
Projects portal 2 (orange) onto a wall in the facing direction of the gun.
FirePortalDirection1 <angleRedirectInput/Vector>
Fires portal 1 (blue) in the specified direction.
FirePortalDirection2 <angleRedirectInput/Vector>
Fires portal 1 (orange) in the specified direction.


Outputs

OnNPCPickup
Fires when an NPC picks up this weapon. (!activator is the NPC)
OnFiredPortal1
Fires when the first (blue) portal is fired.
OnFiredPortal2
Fires when the second (orange) portal is fired.

Weapon:

OnNPCPickup
!activator = NPC
!caller = this entity
Fires when an NPC picks up this weapon.
OnPlayerUse
!activator = player
!caller = this entity
Fires when the player +uses this weapon.
OnPlayerPickup
!activator = player
!caller = this entity
Fires when a player picks up this weapon.
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.