Difference between revisions of "Point energy ball launcher"

From Valve Developer Community
Jump to: navigation, search
m
(Keyvalues)
Line 9: Line 9:
 
{{KV|Max ball speed|float|The maximum speed of balls that fly in the spawner}}
 
{{KV|Max ball speed|float|The maximum speed of balls that fly in the spawner}}
 
{{KV|Ball radius|float|The radius of the energy balls}}
 
{{KV|Ball radius|float|The radius of the energy balls}}
{{KV|Ball Type|choices|Combine Ball Type}}
+
{{KV|Ball Type|choices|Combine Ball Type {{clarify}}}}
 
:* 0 : Combine Energy Ball 1
 
:* 0 : Combine Energy Ball 1
 
:* 1 : Combine Energy Ball 2
 
:* 1 : Combine Energy Ball 2

Revision as of 01:26, 9 June 2012

[Portal] [Portal 2] point_energy_ball_launcher is a point entity available in the Portal series. It spawns and launches an energy ball periodically.

Note:In Portal 2, the models and materials for the actual balls are missing and must be copied from HL2.

Keyvalues

Ball Lifetime <float>
The time in seconds the ball will live before self-destructing. A negative value will give infinite life.
Min life after portal transition <float>
When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum.
Ball count <integer>
This is how many balls will be bouncing around inside the spawner
Min ball speed <float>
The minimum speed of balls that fly in the spawner
Max ball speed <float>
The maximum speed of balls that fly in the spawner
Ball radius <float>
The radius of the energy balls
Ball Type <choices>
Combine Ball Type [Clarify]
  • 0 : Combine Energy Ball 1
  • 1 : Combine Energy Ball 2
  • 2 : Combine Energy Ball 3
Ball Respawn Time <float>
The energy balls respawn time

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with 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 <string> (New with 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.

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.

Origin:

Origin (X Y Z) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Angles:

Pitch Yaw Roll (Y Z X) <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.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Flags

  • 4096 : Start inactive
  • 8192 : Combine power supply

Inputs

BallCaught  (New with Portal 2)
Ball this launcher created was 'caught'.
LaunchBall
To do: add description
Enable
Enable spawning of combine balls
Disable
Disable spawning of combine balls

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 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 than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with 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> (New with 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with 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> (New with Alien Swarm) !FGD
Set this entity's angles.

Outputs

OnBallCaught  (New with Portal 2)
Fired when a ball this entity has launched has been 'caught'.
OnPostSpawnBall
Fired after the ball has spawned.
OnBallGrabbed
Fired when a combine ball is grabbed from the field by a mega physcannon
OnBallReinserted
Fired when a combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)
OnBallHitTopSide
Fired when a combine ball in hits the top side of the field (only gets triggered when Combine Power supply is checked)
OnBallHitBottomSide
Fired when a combine ball in hits the bottom side of the field (only gets triggered when Combine Power supply is checked)
OnLastBallGrabbed
Fired when the last combine ball is grabbed from the field by a mega physcannon
OnFirstBallReinserted
Fired when the first combine ball is reinserted into the field (only gets triggered when Combine Power supply is checked)

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 the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.

See also