Difference between revisions of "Env portal laser"

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(Added p2ce keyvalue DisablePlayerCollision)
 
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{{otherlang2
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|ru=Env portal laser:ru
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}}
 
[[File:env_portal_laser.jpg|thumb|right|env_portal_laser as seen in [[Hammer]]]]
 
[[File:env_portal_laser.jpg|thumb|right|env_portal_laser as seen in [[Hammer]]]]
 
[[File:env_portal_laser2.jpg|thumb|right|env_portal_laser as seen in-game (the white light is not emitted by the laser)]]
 
[[File:env_portal_laser2.jpg|thumb|right|env_portal_laser as seen in-game (the white light is not emitted by the laser)]]
  
{{portal2 point|env_portal_laser}} It is a laser beam that will move through portals and reflect off metal surfaces.
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{{portal2 point|env_portal_laser}}
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==Entity description==
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It is a laser beam that will move through portals and reflect off metal surfaces.
  
 
{{note|There are two models that can be used. '''laser_emitter_center.mdl''' is the emitter pictured to the right, and '''laser_emitter.mdl''' is an emitter with the same base, but dropped a few units to line the laser up with redirectional cubes.}}
 
{{note|There are two models that can be used. '''laser_emitter_center.mdl''' is the emitter pictured to the right, and '''laser_emitter.mdl''' is an emitter with the same base, but dropped a few units to line the laser up with redirectional cubes.}}
  
 
==Keyvalues==
 
==Keyvalues==
{{KV|Laser model|studio}}
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{{KV|No placement helper|boolean|If enabled, don't automatically create [[info_placement_helper|a portal placement helper]] at the end of the laser.}}
{{KV|Start off?|choices}}
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{{KV|Laser model|studio|Which model the laser should use. Use this to alternate between laser_emitter_center.mdl and laser_emitter.mdl}}
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{{KV|Start off?|choices|Self-explanatory.}}
 
:* 1 : Yes
 
:* 1 : Yes
 
:* 0 : No
 
:* 0 : No
{{KV|Deal lethal damage|choices}}
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{{KV|Deal lethal damage|choices|Used to determine whether the laser will bump the player, or kill it.}}
 
:* 0 : Non-lethal
 
:* 0 : Non-lethal
 
:* 1 : Lethal
 
:* 1 : Lethal
 
{{KV|Should auto aim|boolean|Default to enabled}}
 
{{KV|Should auto aim|boolean|Default to enabled}}
{{KV|Skin Type|choices}}
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{{KV|Skin Type|choices|Which skin the laser should use.}}
 
:* 0 : Clean
 
:* 0 : Clean
 
:* 1 : Rusted
 
:* 1 : Rusted
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{{KV|DisablePlayerCollision|boolean|Override to disable player collision for this laser. If set to 0 (default), sv_player_collide_with_laser will determine whether or not to collide. If 1, laser collision will be disabled.|only={{P2CE}}}}
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:* 0 : "Clean"
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:* 1 : "Rusted"
 
{{KV Parentname}}
 
{{KV Parentname}}
 
{{KV Targetname}}
 
{{KV Targetname}}

Latest revision as of 13:24, 23 August 2020

Русский
env_portal_laser as seen in Hammer
env_portal_laser as seen in-game (the white light is not emitted by the laser)
[Portal 2] env_portal_laser is a point entity available in Portal 2.

Entity description

It is a laser beam that will move through portals and reflect off metal surfaces.

Note:There are two models that can be used. laser_emitter_center.mdl is the emitter pictured to the right, and laser_emitter.mdl is an emitter with the same base, but dropped a few units to line the laser up with redirectional cubes.

Keyvalues

No placement helper <boolean>
If enabled, don't automatically create a portal placement helper at the end of the laser.
Laser model <model path>
Which model the laser should use. Use this to alternate between laser_emitter_center.mdl and laser_emitter.mdl
Start off? <choices>
Self-explanatory.
  • 1 : Yes
  • 0 : No
Deal lethal damage <choices>
Used to determine whether the laser will bump the player, or kill it.
  • 0 : Non-lethal
  • 1 : Lethal
Should auto aim <boolean>
Default to enabled
Skin Type <choices>
Which skin the laser should use.
  • 0 : Clean
  • 1 : Rusted
DisablePlayerCollision <boolean> (only in [Portal 2: Community Edition])
Override to disable player collision for this laser. If set to 0 (default), sv_player_collide_with_laser will determine whether or not to collide. If 1, laser collision will be disabled.
  • 0 : "Clean"
  • 1 : "Rusted"

Parentname:

Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
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.

Reflection:

Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since [Portal 2])
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

Inputs

Parentname:

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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

Reflection:

DisableDrawInFastReflection  (in all games since [Portal 2])
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since [Portal 2])
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

Outputs

Targetname:

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.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.