Weapon portalgun

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Revision as of 22:11, 17 March 2012 by Anotheruser67 (talk | contribs) (This is a bug I found ages ago.)
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Template:Portal series point It 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.
Icon-Bug.pngBug:In Portal 2, this key is the opposite of what it does; setting it to NO will show PotatOS.  [todo tested in ?]
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.
Icon-Bug.pngBug:Using this input in Portal 2 will crash the game.  [todo tested in ?]
FirePortalDirection2 <angleRedirectInput/Vector>
Fires portal 1 (orange) in the specified direction.
Icon-Bug.pngBug:Using this input in Portal 2 will crash the game.  [todo tested in ?]


Outputs

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.