prop_glass_futbol_spawner

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In-game screenshot of a prop_glass_futbol_spawner, holding a spawned prop_glass_futbol.

prop_glass_futbol_spawner is a point entity available in Portal 2 Portal 2.

Entity description

Dispenser for glass futbols. This entity is unused in the released game, so it's most likely a remainder of the beta.

This dispenser can spawn highly fragile glass futbols, which can be picked up and thrown around. The futbols can also be put back to the dispenser, if required.

FGD Code

@PointClass base(Targetname, Parentname, Angles) studio("models/props/futbol_dispenser.mdl") = prop_glass_futbol_spawner :
"Dispenser for glass futbols"
[

	StartWithFutbol(boolean) : "Start with Futbol" : "1" : "Set true if this spawner starts with a futbol in it. Set to false if this spawner's futbol will be maunally placed in the map."	

	input  ForceSpawn(void) : "Spawn a futbol."

	output OnFutbolSpawned(void) : "Fired whenever the futbol has been spawned."
	output OnFutbolGrabbed(void) : "Fired whenever the futbol has been grabbed the first time."
	output OnFutbolReleased(void) : "Fired whenever the futbol has been grabbed from or returned to this spawner (not when thrown)."
	output OnFutbolCaught(void)  : "Fired whenever the futbol returned to this spawner."
]

Keyvalues

StartWithFutbol ([todo internal name (i)]) <boolean>
Weather or not the spawner starts with a futbol.
Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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.
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.

RenderFields:

Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <choices>
Various somewhat legacy alpha effects. See render effects
Render Amount / Transparency (renderamt) <integer 0–255>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once

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.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255>
Sets an RGB color for the entity.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Outputs

OnFutbolSpawned
Fired whenever the futbol has been spawned.
OnFutbolGrabbed
Fired whenever the futbol has been grabbed the first time.


See also