This article relates to the game "Portal". Click here for more information.
This article relates to the game "Portal 2". Click here for more information.

weapon_portal_base

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Class hierarchy
CWeaponPortalBase
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
weapon_portalbase.cpp
Info.png
This entity is not in the FGD by default.
See below for instructions on making it available.

weapon_portal_base is a point entity available in Portal series Portal series.

It's a code class in Portal Portal and Portal 2 Portal 2 which is a base class for all weapon entities.
It is functionally similar to baseportalcombatweapon and basehlcombatweapon but not entirely. While its classname entity goes entirely unused, it can be repurposed by maps and mods to make simple custom weapons.

Icon-Bug.pngBug:For an unknown reason, custom weapons that have a ammo type set can be used only once.

Creation

If a valid weapon script named weapon_portal_base.txt is placed in the 🖿/scripts/ folder, it will use that script to define its models, ammo type, etc (this works even if the script is packed into the map). If the script allows the weapon to fire bullets, it will shoot as a low accuracy machine gun, similar to how the AR2 fires.

Note.pngNote:Weapons created using weapon_portal_base do not have a secondary fire

If its ammo type is valid, it will do damage like any other weapon, allowing for the creation of a fully custom machine gun without any new weapon code.

Fixing the damage

In Portal 2 Portal 2, all the Half-Life 2 Half-Life 2 ammotypes exist in game, but the convars for damage and max ammo capacity are all set to 0 by default. Copying 🖿hl2/cfg/skill.cfg over from Half-Life 2 Half-Life 2 into 🖿portal2/cfg/skill_portal2.cfg or setting the convars directly allows the Half-Life 2 Half-Life 2 ammotypes to be used to create damaging weapons in Portal 2 Portal 2.
Paired in conjunction with Portal 2 Portal 2's coop mode this allows for the creation of deathmatch style maps.

Note.pngNote:This does not need to be done in Portal 2: Community Edition, as Half-Life 2 weapons are implemented by default.

Custom "weapons"

If the script is one that doesn't shoot bullets (for example, if the gravity gun script is copied over), it will still act as a viewmodel and play firing animations, which is perfect for making new mechanically distinct weapons via entities like game_ui (for getting player left and right clicks) and logic_measure_movement (to move entities to the players eye position, for spawning projectiles or other weapon effects).

If the player doesn't have an item_suit, the command use weapon_portal_base can be used to switch to this weapon, and use weapon_portalgun can be used to switch back to the portal gun.

Note.pngNote:item_suit doesn't function in Portal 2 Portal 2, so use method is required.
Icon-Bug.pngBug:Going through a trigger_portal_cleanser after the player has placed portals will show the portal gun's fizzle animation, even if the player is not holding the portal gun. This can be worked around by setting up a trigger_multiple and a game_ui to hide the player's held weapon while they walk through the fizzler.

FGD Code

@PointClass base(Weapon,Targetname, Parentname) studio("models/weapons/w_portalgun.mdl") = weapon_portal_base : "Custom Weapon"[]

See also

Credits

This article has been copied from the Source Entities Wiki.

Original article by Pinsplash: https://srcents.miraheze.org/wiki/CWeaponPortalBase