env_xen_portal_template

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Xen portal.png

env_xen_portal_template is a point entity available in Black Mesa Black Mesa. This is xen portal that teleports xen fauna. Essentially, this is a duplicate of npc_template_maker, but with additional effects and abilities.

Note.pngNote:Will not spawn NPC if player or NPC blocks this entity. Ignores physics objects.
Icon-Bug.pngBug*:Ignores crouched player, this may cause player to be crushed when this entity is activated.

Keyvalues

Start Disabled (StartDisabled) <choices>
If No - xen portal will automatically spawn NPC on spawn.
  • 0: No
  • 1: Yes
ForceScheduleOnSpawn (forcescheduleonspawn) <string>
Name of NPC schedule that we want to play on spawn.
Entity To Ignore (ignoreentity) <targetname>
If set, an entity to ignore when checking if there's room to spawn.
Name of template NPC (TemplateName) <targetname>
Template NPC that this maker should be creating clones of.
Radius (Radius) <float>
Radius around this maker within which NPCs are to be placed. Spawned NPCs will try and find empty space within this radius to spawn.
Name of Destination Group (DestinationGroup) <targetname>
If you'd like spawned NPCs to be created at an info_npc_spawn_destination entity, enter the name of that entity here. If you have more than one destination entity by that name, the Destination Criteria will be used to select one from the group.
Icon-Bug.pngBug:If there are more than 102 destinations in a group, the game will crash. (Only tested on Source SDK base Singleplayer 2013)  [todo tested in?]
Dest. Criterion
Visible to player? (CriterionVisibility) <choices>
Should the NPC try to spawn at a destination that the player can see? Only applicable if a Destination Group is being used.
  • 0 : Yes
  • 1 : No
  • 2 : Don't Care
Dest. Criterion
Distance to player? (CriterionDistance) <choices>
Should the NPC try to spawn nearest to or farthest from the player's current location? Only applicable if a Destination Group is being used.
  • 0 : Nearest
  • 1 : Farthest
  • 2 : Don't Care
Minimum spawn distance from player (MinSpawnDistance) <integer>
The spawn destination node distance to the player will have to be further or equal than this value.
Note.pngNote:This parameter is ignored if the above "Distance to player" criteria is set to "Don't Care."
Portal Size (size) <choices>
Portal size we want to use. All versions showcased in this video.
  • 80: Default
    Note.pngNote:Same as Alien Slave.
  • 20: Small Headcrab
  • 40: Headcrab
  • 80: Alien Slave
  • 90: Houndeye
  • 100: Alien Grunt
  • 110: Bullsquid
Sound Name (sound) <sound>
Sound to use when portal is activated. Name of the GameSound entry for the sound to play. Also supports direct .wav filenames.
Leap Distance (jump_distance) <float>
Determines the max distance houndeye can jump out of the portal. Also works with npc_houndeye_knockback and npc_houndeye_suicide.
Leap Max Horizontal Speed (jump_hmaxspeed) <float>
Determines the max horizontal speed houndeye can jump out of the portal. Also works with npc_houndeye_knockback and npc_houndeye_suicide.
Minimum spawn delay (min_delay) <float>
Maximum spawn delay (max_delay) <float>

BaseNPCMaker:

Num. of NPCs (MaxNPCCount) <integer>
Number of NPCs that will spawn before this spawner is exhausted.
Frequency (SpawnFrequency) <string>
How often (in seconds) a new NPC will be spawned. If set to -1, a new NPC will be made when the last NPC dies.
Max Live NPCs (MaxLiveChildren) <integer>
Maximum number of live children allowed at any one time (new ones will not be made until one dies). If set to -1, no limit is applied.


Flags

  •  [16] : Fade Corpse
       NPC corpse will disappear after a while.
  •  [32] : Infinite Children
       If checked - will able to spawn as many as we want.
  •  [128] : Don't Spawn While Visible
       If checked - portal will not activate while player is looking at it.
  •  [256] : Always use radius spawn
       If checked - this entity will always use radius spawn.
  •  [512] : Don't preload template models
  •  [32768] : No DLight
       Doesn't work in Black Mesa Black Mesa: Definitive Edition. Works in all game versions before 24 november 2017 year update.
  •  [65536] : Remove after portal fx has finished
      
    Confirm:Doesn't work.
  •  [131072] : No sound
  •  [262144] : Jump out (Houndeye Only)
       Enable the leap properties if checked.
  •  [524288] : No Warp FX
      
    Confirm:Doesn't work.
  •  [1048576] : Spawn flying crap
       If unchecked - will cause env_xen_portal_template to spawn portal effects at origin of the entity, not in NPC spawn point.

Inputs

StartPortal <void> !FGD
Activates portal. Copy of Spawn input.
InternalStartPortal <void> !FGD
Used by StartPortal/Spawn input for houndeyes to make them jump out. If used separately - it'll spawn NPC with no delay.
InternalFinishPortal <void> !FGD
Used by InternalStartPortal input. If used separately - it'll spawn NPC with no delay and xen portal effects.
SpawnNPCInRadius
Spawn an NPC somewhere within the maker's radius.
SpawnNPCInLine
Spawn an NPC somewhere within a line behind the maker.
SpawnMultiple <integer>
Spawn multiple NPCs (uses destination group, else radius).
ChangeDestinationGroup <string>
Switch to a different set of Destination entities.
SetMinimumSpawnDistance <integer>
Set the minimum spawn distance from player to destination node.
Spawn
Spawns an NPC.
Toggle
Toggles the spawner enabled/disabled state.
Enable
Enables the spawner.
Disable
Disables the spawner.
AddMaxChildren <integer>
Adds to the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still wont begin spawning until it is re-enabled with the Enable input.
SetMaxChildren <integer>
Sets the number of NPCs that can spawn before the spawner is exhausted. If an exhausted spawner is given some children to spawn, it still won't begin spawning until it is re-enabled with the Enable input.
SetMaxLiveChildren <integer>
Sets the maximum number of NPCs that can be alive at any one time from this spawner.
SetSpawnFrequency <float>
Sets how often (in seconds) a new NPC will be spawned.
Enable <void>
Enable this entity.
Disable <void>
Disable this entity.
CBaseEntity:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
SetTeam <integer> !FGD
Changes this entity's team.
TeamNum <integer> !FGD
This input changes value for TeamNum property.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.

Outputs

OnStartPortal <void>
Fires when portal is started.
OnFinishPortal <void>
Fires when NPC is spawned.
OnSpawnNPC <string>
Fired when an NPC is spawned. The activator is the NPC, and the string is the name of the NPC.
OnAllSpawned
Fired when the spawned is exhausted (all children have been spawned).
OnAllSpawnedDead
Fired when the spawner is exhausted (all children have been spawned) and all spawned children have died.
OnAllLiveChildrenDead
Fired when all spawned children have died. This does not mean the spawned is exhausted, so a new child may be spawned any time after this (unless the maker is disabled).

CBaseEntity:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

Dedicated ConVars

Cvar/CommandParameters or default valueDescriptorEffect
cl_envportal_light_on1arbitrary numberThis toggles lighting from portals. With 1 it is enabled. With 0 it is disabled.
cl_envportal_light_col_R170arbitrary numberRed color value for lighting from portals.
cl_envportal_light_col_G255arbitrary numberGreen color value for lighting from portals.
cl_envportal_light_col_B80arbitrary numberBlue color value for lighting from portals.
cl_envportal_light_intensity4000arbitrary numberIntensity value for lighting from portals.
cl_envportal_light_range512arbitrary numberRange value for lighting from portals.
cl_envportal_light_ttl1.25arbitrary numberTime to life value for lighting from portals.

See also