Difference between revisions of "Weapon portalgun"
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− | {{portal series point|weapon_portalgun}} 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|In Portal 2, players will spawn already holding a portal gun on all maps with the <code>sp_</code> prefix (including custom ones). This can be avoided in | + | {{portal series point|weapon_portalgun}} 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|In Portal 2, players will spawn already holding a portal gun on all maps with the <code>sp_</code> prefix (including custom ones). This can be avoided in four ways:}} |
[[File:Portal gun shot.png|thumbnail|200px|A weapon_portalgun firing.]]<!---please keep this here, i know it looks odd.---> | [[File:Portal gun shot.png|thumbnail|200px|A weapon_portalgun firing.]]<!---please keep this here, i know it looks odd.---> | ||
:*Remove the prefix. | :*Remove the prefix. |
Revision as of 00:21, 12 May 2020
weapon_portalgun
is a point entity available in the Portal series. 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.

sp_
prefix (including custom ones). This can be avoided in four ways:- Remove the prefix.
- Use a
logic_auto
to killfailsafe_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
toscripts\vscripts\transitions
inside your mod folder and modify it for your mod.
Contents
Keyvalues
- CanFirePortal1
<boolean>
- Can this portal gun create blue portals?
- CanFirePortal2
<boolean>
- Can this portal gun create orange portals?
- Show PotatOS
<boolean>
(in all games since)
- Does this portal gun have PotatOS on the end?

- Starting Team
<choices>
(in all games since)
- Which team this gun originally belongs to. Will decide which portals it fires before being picked up.
- 0 : Single Player
- 2 : Orange
- 3 : Blue
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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)
- 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.
NewFade:
Start Fade Dist/Pixels
<float>
- Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
- End Fade Dist/Pixels
<float>
- Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
- Fade Scale
<float>
- If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
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
<angle>
- Fires the orange in the specified direction

FirePortalDirection2
<angle>
- Fires the orange portal in the specified direction

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
toFireUser4
- 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)
- 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)
- 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
, 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) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !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) !FGD
- Set this entity's angles.
Outputs
OnFiredPortal1
- Fires when the first (blue) portal is fired
OnFiredPortal2
- Fires when the second (orange) portal is fired
Weapon:
OnNPCPickup
- Fires when an NPC picks up this weapon. (activator is the NPC)
OnPlayerUse
- Fires when the player +uses this weapon. (activator is the player)
OnPlayerPickup
- Fires when a player picks up this weapon. (activator is the player)
OnCacheInteraction
- Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.