Weapon portalgun

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Revision as of 19:24, 3 July 2020 by Luke18033 (talk | contribs) (Will not target placement helpers)
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Template:Portal series point This is the entity that is seen before picking up the portal gun, and what shoots portals. It can be used to pick up physics objects that weigh up to 85kg.

Note.pngNote:In Portal 2, players will spawn already holding a portal gun on all maps with the sp_ prefix (including custom ones). This can be avoided in four ways:
A weapon_portalgun firing.
  • Remove the prefix.
  • Use a logic_auto to kill failsafe_transition_script at the start of the map. (This entity is added automatically by the game.)
  • Use a trigger_weapon_strip.
  • If you're making a mod, copy common\Portal 2\portal2\scripts\vscripts\transitions\sp_transition_list.nut to scripts\vscripts\transitions inside your mod folder and modify it for your mod.
Note.pngNote:A weapon_portalgun firing on its own will not target info_placement_helpers (even ones with Force Placement enabled).

Keyvalues

CanFirePortal1 ([todo internal name (i)]) <boolean>
Can this portal gun create blue portals?
CanFirePortal2 ([todo internal name (i)]) <boolean>
Can this portal gun create orange portals?
Show PotatOS ([todo internal name (i)]) <boolean> (in all games since Portal 2)
Does this portal gun have PotatOS on the end?
Icon-Bug.pngBug: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 portal gun
ChargePortal2
Does charge up effect for mounted portal gun
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 the orange in the specified direction
Icon-Bug.pngBug:Using this input in Portal 2 will crash the game  [todo tested in ?]
FirePortalDirection2 <angleRedirectInput/Vector>
Fires the orange portal 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.