point_energy_ball_launcher

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point_energy_ball_launcher is a point entity available in the Portal (series) Portal games.

Entity description

It spawns and launches a prop_energy_ball periodically.

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

Keyvalues

Ball Lifetime (balllifetime) <float>
The time in seconds the ball will live before self-destructing. A negative value will give infinite life.
Min life after portal transition (minlifeafterportal) <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 (ballcount) <integer>
This is how many balls will be bouncing around inside the spawner
Min ball speed (minspeed) <float>
The minimum speed of balls that fly in the spawner
Max ball speed (maxspeed) <float>
The maximum speed of balls that fly in the spawner
Ball radius (ballradius) <float>
The radius of the energy balls
Ball Type (balltype) <choices>
Has no effect.
Ball Respawn Time (ballrespawntime) <float>
The energy balls respawn time
Ball Bounces (maxballbounces) <integer> (only in Portal 2: Community Edition)
Sets on which bounce the ball should explode. (Ported from HL2 combine balls)
Ball Damage (balldamage) <float> (only in Portal 2: Community Edition)
The amount of damage the ball should deal to players
Ball explode player (ballexplodeplayer) <boolean> (only in Portal 2: Community Edition)
Sets if the ball should explode on player contact or ignore the player
Ball body material override (ballmaterial1) <material> (only in Portal 2: Community Edition)
Override the main ball material.
Ball flicker material override (ballmaterial2) <material> (only in Portal 2: Community Edition)
Overrides the other ball material.
Ball knockback multiplier (ballknockback) <float> (only in Portal 2: Community Edition)

Base:
Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.pngNote:Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (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.
Note.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Flags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2) (also in Team Fortress 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. Scripts executed on the worldspawn entity will be placed in root scope.
Think function (thinkfunction) <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!

Flags

  • 1 : Override ball material Portal 2: Community Edition
  • 4096 : Start inactive
  • 8192 : Combine power supply

Inputs

BallCaught  (in all games since Portal 2)
Ball this launcher created was 'caught'.
LaunchBall
Enable
Enable spawning of combine balls
Disable
Disable spawning of combine balls

Base:
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 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.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument 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.

Outputs

OnBallCaught  (in all games since 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)

Base:

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.

See also