weapon_portalgun
weapon_portalgun
is a point entity available in Portal series.
Class hierarchy |
---|
CWeaponPortalgun |
weapon_portalgun.cpp
|
This is the Aperture Science Handheld Portal Device, the main item used throughout the series. Before being picked up, it can fire portals and is often placed on a pedestal. It can be used to pick up physics objects that weigh up to 85kg.
As with all weapon entities, the portal gun will continue to exist after being picked up, but have its targetname cleared. Using VScript, point_entity_finder, or simply by pointing outputs at the weapon_portalgun
classname, a portal gun being carried by a player can be made to fire portals automatically, or change which portals it can fire using AddOutput.
The portal gun can be obtained with the give_portalgun
command (only in ), and upgraded with the upgrade_portalgun
command.
trigger_portal_cleanser
via a trigger_weapon_strip
, the game will crash. This is fixed in P2:CE. [todo tested in?]info_placement_helper
s (even ones with Force Placement enabled).
Contents
Spawning with a portal gun
In Portal 2, players may automatically recieve a portal gun on spawn in certain cases, which vary between singleplayer and co-op.
Singleplayer
Valve's singleplayer transition VScript (transitions/sp_transition_list.nut
) will always give the player a dual portal gun on spawn in non-default maps. This script is included in the arrival_departure_transition_ents
instance, but it also gets automatically added to the map if the map name starts with sp_
. If you don't want the player to spawn with a portal gun in a standalone map, the easiest way to work around this is to add a trigger_weapon_strip
in the elevator shaft, which removes the player's gun before giving them a new one if desired. If you're making a mod, you should instead modify the singleplayer transition script to include your mod's maps instead of the default ones, which will allow you to specify which portal gun the player has in each map.
Internally, if the map name starts with sp_
, the game checks for a logic_script
called @transition_script
on load. If one doesn't exist, it creates a new logic_script
called failsafe_transition_script
and sets it to run transitions/sp_transition_list.nut
. Note that the Entity Scripts keyvalue is not checked on the original @transition_script
entity, so this can be used to prevent the transition script from running at all - place the entity in Hammer and give it that name, but leave the entity scripts blank. It may be useful to create a modified version of the arrival_departure_transition_ents
which uses this method to get rid of the script entirely, since standalone maps don't really need it.
Co-op
In cooperative mode, players will spawn with portal guns by default. This is done in code, not VScript like in singleplayer. To prevent players from spawning with portal guns, any entity named supress_blue_portalgun_spawn
(for Atlas) and/or supress_orange_portalgun_spawn
(for P-Body) must be present in the map. These work independently from each other, allowing a portal gun to be given to one player only, and are checked on every respawn, so they can be Kill
ed to enable portal guns on respawn, or spawned from a point_template
to disable portal guns on respawn mid-map.
If you want players to pick up portal guns partway through the map, the easiest way to handle this is to give these names to the weapon_portalgun
s themselves. Picking up a portal gun automatically clears its name, allowing that player to spawn with a portal gun on every subsequent respawn.
info_coop_spawn
and a global state that both pertain to spawning with a portal gun, but neither appears to do anything; the method above must be used.Keyvalues
- Can Fire Portal 1
(CanFirePortal1)
<boolean> - Can this portal gun create blue portals?
- Can Fire Portal 2
(CanFirePortal2)
<boolean> - Can this portal gun create orange portals?
- Show PotatOS
([todo internal name (i)])
<boolean> (in all games since ) - Does this portal gun have PotatOS on the end?
AddPotatosToPortalgun
input of logic_playerproxy or the command upgrade_potatogun
to show PotatOS. [todo tested in?]- Starting Team
([todo internal name (i)])
<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
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
BaseFadeProp:
- Start Fade Dist
(fademindist)
<float> - Distance at which the entity starts to fade.
- End Fade Dist
(fademaxdist)
<float> - Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If you specify so in
worldspawn
, or if the engine is running below DirectX 8 (DX7 in ), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command$noforcedfade
.
Flags
Start Constrained : [1]
- Note:Prevents the model from moving.
- Bug:Unparenting unconstrained weapons will corrupt its position. [todo tested in?]
Deny player pickup (reserve for NPC) : [2]
Not puntable by Gravity Gun : [4]
Disable pickup sound : [8]
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 blue portal in the specified direction.
FirePortalDirection2
<angle>- Fires the orange portal in the specified direction.
HideWeapon
!FGD- If this weapon is being held, hide the worldmodel and/or viewmodel via
EF_NODRAW
. Weapon will still be useable. The weapon will become visible again if the holder is to switch between weapons in their inventory.
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.