String quotation may be needed when fired via console.įix: Remove the string argument manually with a text editor.
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RunScriptCode (in all games since ) Execute a string of VScript source code in the scope of the entity receiving the input. The script contents are merged with the script scope of the receiving entity. RunScriptFile (in all games since ) Execute a VScript file from disk, without file extension. DispatchEffect ( removed since ) !FGD Dispatches a special effect from the entity's origin see also List of Client Effects. DispatchResponse !FGD Dispatches a response to the entity. Use !FGD Same as a player invoking +use no effect in most cases. The entity retains its position relative to the attachment at the time of the input being received. SetParentAttachmentMaintainOffset As above, but without teleporting. Entities must be parented before being sent this input. The entity will teleport so that the position of its root bone matches that of the attachment. SetParentAttachment Change this entity to attach to a specific attachment point on its parent. The name should match the key of an existing context. RemoveContext Remove a context from this entity's list. KillHierarchy Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Killinput. Kill Removes this entity and any entities parented to it from the world. FireUser1 to FireUser4 Fires the respective OnUseroutputs see User Inputs and Outputs.
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ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently. // Raw text : "OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1" ClearContext Removes all contexts from this entity's list. Format of changing KeyValues : "AddOutput " //// Raw text : "OnUser1" "!self,AddOutput,targetname new_name" // Format of adding an Output : "AddOutput " //// Raw text : "OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1" // Arguments can be left blank, but the empty blank should still be contained. LaunchBall Enable Enable spawning of combine balls Disable Disable spawning of combine balls Inputs BallCaught (in all games since ) Ball this launcher created was 'caught'. Lag Compensation (LagCompensate) (in all games since ) !FGD Set to Yes to lag compensate this entity. Avoid expensive operations in this function, as it may cause performance problems. Thinker function (thinkfunction) (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. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Entity Scripts (vscripts) (in all games since ) Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. Effects (effects) !FGD Combination of effect flags to use. 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) !FGD Toggles exclusive features of an entity, its specific number is determined by the combination of flags added. Ball knockback multiplier (ballknockback) ( only in ) Ball flicker material override (ballmaterial2) ( only in ) Overrides the other ball material. (Ported from HL2 combine balls) Ball Damage (balldamage) ( only in ) The amount of damage the ball should deal to players Ball explode player (ballexplodeplayer) ( only in ) Sets if the ball should explode on player contact or ignore the player Ball body material override (ballmaterial1) ( only in ) Override the main ball material. Ball Respawn Time (ballrespawntime) The energy balls respawn time Ball Bounces (maxballbounces) ( only in ) Sets on which bounce the ball should explode. Ball count (ballcount) This is how many balls will be bouncing around inside the spawner Min ball speed (minspeed) The minimum speed of balls that fly in the spawner Max ball speed (maxspeed) The maximum speed of balls that fly in the spawner Ball radius (ballradius) The radius of the energy balls Ball Type (balltype) Has no effect. Min life after portal transition (minlifeafterportal) When energy balls created by this launcher pass through a portal and their life is refreshed to be this number at minimum. A negative value will give infinite life. Keyvalues Ball Lifetime (balllifetime) The time in seconds the ball will live before self-destructing. Note: In Portal 2, the models, materials, and sounds for the actual balls are missing and must be copied from HL2.