Func portal detector: Difference between revisions
Jump to navigation
Jump to search

Warning:This entity may misbehave when it or the surfaces intersecting it are moving.
m (It's not a bug, it's a feature.) |
CHILLMODEA (talk | contribs) m (Fix partial rewrite by User:MenialTasksBot) |
||
(15 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{Underlinked|date=January 2024}} | ||
{{CD}} | |||
== | {{LanguageBar}}{{this is a|brush entity|name=func_portal_detector|series=Portal}} It defines a region that fires an output if a portal is placed in it. {{warning|This entity may misbehave when it or the surfaces intersecting it are moving.}} | ||
__NOTOC__ | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV | {{KV|Portal pair ID that it detects|intn=LinkageGroupID|integer|Portals are processed in numbered pairs. Check '''Starting Team''' on your [[weapon_portalgun]] for the correct number.}} | ||
{{KV|Check all portals|intn=CheckAllIDs|boolean|Ignore the Group ID and check for all portals.|since=P2}} | |||
==Flags== | ==Flags== | ||
{{Fl|1|Start inactive}} | |||
==Inputs== | ==Inputs== | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
{{I Toggle}} | {{I Toggle}} | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|OnStartTouchPortal|since=P2|Fired when a portal touches the entity.}} | ||
{{O|OnStartTouchPortal1|Fired when portal 1 (blue) touches the entity.}} | |||
{{ | {{O|OnStartTouchPortal2|Fired when portal 2 (orange) touches the entity.}} | ||
{{ | {{O|OnStartTouchLinkedPortal|Fired when a linked portal touches the entity.}} | ||
{{ | {{O|OnStartTouchBothLinkedPortals|Fired when both portals of a pair touch the entity.}} | ||
{{ | {{O|OnEndTouchPortal|since=P2|Fired when a portal moves away from the entity.}} | ||
{{ | {{O|OnEndTouchPortal1|since=P2|Fired when portal 1 (blue) moves away from the entity.}} | ||
{{ | {{O|OnEndTouchPortal2|since=P2|Fired when portal 2 (orange) moves away from the entity.}} | ||
{{ | {{O|OnEndTouchLinkedPortal|since=P2|Fired when a linked portal moves away from the entity, or is no longer linked.}} | ||
{{ | :{{Bug|If the player walks through a portal cleanser (thus removing portals) this output does not fire.}} | ||
{{ | {{O|OnEndTouchBothLinkedPortals|since=P2|Fired when both portals of a pair first touch the entity (<code>OnStartTouchBothLinkedPortals</code>), and then are moved away from it.}} | ||
{{ | :{{Bug|If the player walks through a portal cleanser (thus removing portals) this output does not fire.}} |
Latest revision as of 17:57, 18 July 2025

This article needs more
links to other articles to help
integrate it into the encyclopedia. Please help improve this article by adding links
that are relevant to the context within the existing text.
January 2024



January 2024
![]() |
---|
??? |


func_portal_detector
is a brush entity available in Portal series. It defines a region that fires an output if a portal is placed in it.

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
- Portal pair ID that it detects (LinkageGroupID) <integer>
- Portals are processed in numbered pairs. Check Starting Team on your weapon_portalgun for the correct number.
- Check all portals (CheckAllIDs) <boolean> (in all games since
)
- Ignore the Group ID and check for all portals.
Flags
- Start inactive : [1]
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Toggle:
- Toggle
- Toggle the enabled/disabled status of this entity.
Outputs
- OnStartTouchPortal (in all games since
)
- Fired when a portal touches the entity.
- OnStartTouchPortal1
- Fired when portal 1 (blue) touches the entity.
- OnStartTouchPortal2
- Fired when portal 2 (orange) touches the entity.
- OnStartTouchLinkedPortal
- Fired when a linked portal touches the entity.
- OnStartTouchBothLinkedPortals
- Fired when both portals of a pair touch the entity.
- OnEndTouchPortal (in all games since
)
- Fired when a portal moves away from the entity.
- OnEndTouchPortal1 (in all games since
)
- Fired when portal 1 (blue) moves away from the entity.
- OnEndTouchPortal2 (in all games since
)
- Fired when portal 2 (orange) moves away from the entity.