Trigger portal cleanser: Difference between revisions
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Bug:In
Portal Dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game. This can happen when flags allow physical object to touch this trigger.
Workaround: Use filter_activator_class that disallows prop_ragdoll.
Bug:In
Portal any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.
Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the
Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
Note:Entities being dissolved by env_entity_dissolver or trigger_physics_trap don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.
Warning:This entity applies its effect based on its AABB instead of its brush model. Only portal shot blocking is affected by this while portal and object fizzling works as expected.[ Edit ]
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{{CD|CTriggerPortalCleanser|base=CBaseTrigger}} | |||
{{this is a|brush entity|name=trigger_portal_cleanser|series=Portal}} It removes objects and portals when the player touches it. It is used to create the [[Creating a portal/object fizzler|"Material Emancipation Grid" / "Fizzler"]] particle-field in Portal. | |||
== | {{Bug|hidetested=1|In {{Portal|4}} Dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game. This can happen when flags allow physical object to touch this trigger. {{workaround}} Use {{ent|filter_activator_class}} that disallows prop_ragdoll.}} | ||
{{Bug|hidetested=1|In {{portal|4}} any {{ent|prop_physics}} entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.}} | |||
{{ | |||
{{Tip|To directly apply the dissolve effect to a specific entity, use {{ent|env_entity_dissolver}}, or for [[prop_weighted_cube|cubes]] fire the <code>Dissolve</code> input.}} | |||
{{Tip|Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.}} | |||
{{note|Entities being dissolved by {{ent|env_entity_dissolver}} or {{ent|trigger_physics_trap}} don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.}} | |||
{{AABBwarning|misc=Only portal shot blocking is affected by this while portal and object fizzling works as expected.}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Visible|intn=Visible|boolean|If the fizzler is visible. This also controls if the sound effects are played when powered on and off.|since={{P2}}}} | |||
{{KV|Use Scanline|intn=UseScanline|boolean|If the field uses a scanline visual effect. This only works correctly for vertical fields aligned to an axis.|since={{P2}}}} | |||
{{KV Reflection}} | |||
{{KV Trigger}} | |||
== Flags == | == Flags == | ||
{{Fl Trigger}} | |||
== Inputs == | == Inputs == | ||
{{I|FizzleTouchingPortals|Cause any portals in our volume to immediately fizzle.|since=P2}} | |||
{{I Trigger}} | |||
== Outputs == | == Outputs == | ||
{{O|OnDissolve|Fired whenever an entity is dissolved by the trigger.}} | |||
{{O|OnDissolveBox|Fired whenever an entity named <code>box</code> is dissolved by the trigger.}} | |||
{{O|OnFizzle|Fired whenever portals are fizzled by the trigger.}} | |||
{{O|OnPrimaryHit|Fired whenever the trigger has been hit by a primary shot from {{ent|weapon_portalgun}}.|only={{P2CE}}}} | |||
{{O|OnSecondaryHit|Fired whenever the trigger has been hit by a secondary shot from {{ent|weapon_portalgun}}.|only={{P2CE}}}} | |||
{{O Trigger}} | |||
== See also == | == See also == | ||
* [[Emancipation Grid]] | |||
* [[Creating a portal/object fizzler]] | * [[Creating a portal/object fizzler]] | ||
* [[trigger_multiple]] | * [[trigger_multiple]] | ||
* [[Inputs and Outputs]] | * [[Inputs and Outputs]] |
Latest revision as of 14:39, 19 May 2025
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CTriggerPortalCleanser |
trigger_portal_cleanser
is a brush entity available in Portal series. It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.






Dissolve
input.


Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Visible (Visible) <boolean> (in all games since
)
- If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
- Use Scanline (UseScanline) <boolean> (in all games since
)
- If the field uses a scanline visual effect. This only works correctly for vertical fields aligned to an axis.
- 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.
|
Flags
|
Inputs
- FizzleTouchingPortals (in all games since
)
- Cause any portals in our volume to immediately fizzle.
|
Outputs
- OnDissolve
- Fired whenever an entity is dissolved by the trigger.
- OnDissolveBox
- Fired whenever an entity named
box
is dissolved by the trigger.
- OnFizzle
- Fired whenever portals are fizzled by the trigger.
- OnPrimaryHit (only in
)
- Fired whenever the trigger has been hit by a primary shot from weapon_portalgun.
- OnSecondaryHit (only in
)
- Fired whenever the trigger has been hit by a secondary shot from weapon_portalgun.
|