prop_weighted_cube


... 

prop_weighted_cube
is a point entity available in Portal 2. It represents the various kinds of Weighted storage cubes, including the Discouragement Redirection Cube that redirects Thermal Discouragement Beams. It can be painted with gel.

prop_monster_box
.

Keyvalues
- Cube Type
(CubeType)
<choices> - Cube model type.
- 0 : Standard
- 1 : Companion
- 2 : Reflective
- 3 : Sphere
- 4 : Antique
- 5 : Schrödinger's Cube (only in
)
- 6 : Custom model (!FGD)
- Skin Type
(SkinType)
<choices> - Which skin variant to use. Only Standard and Reflection cubes have rusted skins.
- 0 : Clean
- 1 : Rusted
- model <string> !FGD
- If Cube Type is set to 6, this is the model to use. Swap to a normal type OnMapSpawn using AddOutput to ensure gel skins behave correctly.
- Paint Power
(PaintPower)
<choices> - The cube's starting paint type.
- 0 : Bounce
- 2 : Speed
- 3 : Portal
- 4 : None
Skin (OLD)(skin)
<choices>- Deprecated. Use Cube Type instead. Cube skin, old method. This appears to just set specific Cube Types on spawn.
- 0 : Standard
- 1 : Companion
- 2 : Standard Activated
Bug:Non-functional. Produces a companion cube.
- 3 : Reflective
- 4 : Sphere
- 5 : Antique
- Use new skins
(NewSkins)
<boolean> - Use the values in the Cube Type and Skin Type fields instead of the Skin(OLD) field.
- Allow Portal Funneling
(allowfunnel)
<boolean> - Whether or not this object should auto-funnel into a portal.
Base:
- 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: Entities transition to the next map with their parents

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: 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: 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: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- 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.
- Think function
(thinkfunction)
<string> (in all games since)
- 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) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
Reflection:
- Render in Fast Reflections
(drawinfastreflection)
<boolean> (in all games since)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
Inputs
EnablePortalFunnel
- Enable portal funneling behavior.
DisablePortalFunnel
- Disable portal funneling behavior.
Dissolve
- Dissolves the cube.
SilentDissolve
- Kills the cube and fires its OnFizzled output.
PreDissolveJoke
- Calls the VScript function
CoopCubeFizzle()
on@glados
. Used inmp_coop_multifling_1
when the cubes fall in the goo. Seemingly useless, as this could have been done by using FireUser inputs or just directly calling the function from the trigger.
ExitDisabledState
- Exits the disabled state of a reflective cube.
EmitLaser
<boolean> (only in)
- Turn laser on or off.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
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:
Syntax:
// 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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- 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) (also in
)
- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.



CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving 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.
Reflection:
DisableDrawInFastReflection
(in all games since)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Outputs
OnFizzled
- Fired when a cube is fizzled.
OnOrangePickUp
- Orange picked up the cube.
OnBluePickUp
- Blue picked up the cube.
OnPlayerPickup
- Player picked up the cube.
OnPhysGunDrop
- Player dropped the cube.
OnPainted
- Fired when the cube is painted with gel.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.