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Types of the Aperture Science Weighted Storage Cube.

[Portal 2] prop_weighted_cube is a point entity available in Portal 2.

Entity description

It represents the various kinds of Weighted storage cubes, including the Weighted Pivot Cube (also known as Discouragement Redirection Cubes) that redirects Thermal Discouragement Beams. Not to be confused with the Frankenturrets.


Skin (OLD) <choices>
Cube skin, old method. Deprecated; use Cube Type instead.
  • 0 : Standard
  • 1 : Companion
  • 2 : Standard Activated
  • 3 : Reflective
  • 4 : Sphere
  • 5 : Antique
Cube Type <choices>
Cube model type.
  • 0 : Standard
  • 1 : Companion
  • 2 : Reflective
  • 3 : Sphere
  • 4 : Antique
Skin Type <choices>
Cube model skin variant.
  • 0 : Clean
  • 1 : Rusted
Paint Power <choices>
The paint power of the cube. ([Clarify]?)
  • 0 : Bounce
  • 2 : Speed
  • 3 : Portal
  • 4 : None
Use new skins <boolean>
Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.
Allow Portal Funneling <boolean>
Whether or not this object should auto-funnel into a portal.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <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 (thinkfunction) <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.


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.


Render in Fast Reflections (drawinfastreflection) <boolean> (New with Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.


Enable portal funneling behavior.
Disable portal funneling behavior.
Dissolves the cube.
Kills the cube and fires its OnFizzled output.
GLaDOS makes a joke about the cube.
Exits the disabled state of a reflective cube.


Removes this entity and any entities parented to it from the world.
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.


DisableDrawInFastReflection  (New with Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (New with Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.


Fired when a cube is fizzled.
Orange picked up the cube.
Blue picked up the cube.
Player picked up the cube.
Player dropped the cube.
Cube got painted.


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.