Prop linked portal door: Difference between revisions
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Note:On spawn, the door will automatically shift itself up to 12 units forward or up to 24 units backward to attach to a surface.
Note:Due to the outdated model (which breaks if overridden using VScript) and positional quirks, it is recommended to instead use a prop_testchamber_door and a linked_portal_door.
Yar Kramer (talk | contribs) No edit summary |
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{{ | {{CD|CPropLinkedPortalDoor|base=CBaseAnimating}} | ||
{{ | {{LanguageBar}} | ||
[[File:Prop_linked_portal_door_example.jpg|thumb|250px|Example of a linked prop portal: the door connects to a room of the same size with white tiles.]] | |||
== | {{this is a|model entity|name=prop_linked_portal_door|game=Portal 2}} It is a door which is linked by a portal to another ''prop_linked_portal_door'' entity. It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design). | ||
{{note|On spawn, the door will automatically shift itself up to 12 units forward or up to 24 units backward to attach to a surface.}} | |||
:{{bug|hidetested=1|If no surface is found, it will always shift the full 24 units backward!}} | |||
{{note|Due to the outdated model (which breaks if overridden using VScript) and positional quirks, it is recommended to instead use a {{ent|prop_testchamber_door}} and a {{ent|linked_portal_door}}.}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Lighting Origin|target_destination|intn=lightingorigin|Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.}} | |||
{{KV LinkedPortalDoor}} | {{KV LinkedPortalDoor}} | ||
==Inputs== | ==Inputs== | ||
{{I LinkedPortalDoor}} | {{I LinkedPortalDoor}} | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|OnFullyOpen|Called when the door has finished its open animation.}} | ||
{{ | {{O|OnFullyClosed|Called when the door has finished its close animation.}} | ||
{{O LinkedPortalDoor}} | {{O LinkedPortalDoor}} | ||
==See also== | ==See also== | ||
* [[linked_portal_door]] | * [[linked_portal_door]] | ||
[[Category:Prop entities|linked portal door]] |
Latest revision as of 07:15, 20 May 2025
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CPropLinkedPortalDoor |


prop_linked_portal_door
is a model entity available in Portal 2. It is a door which is linked by a portal to another prop_linked_portal_door entity. It behaves similarly to a linked_portal_door, but is accompanied by a test chamber door model (using an outdated design).

Bug:If no surface is found, it will always shift the full 24 units backward!

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
- Lighting Origin (lightingorigin) <targetname>
- Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
LinkedPortalDoor:
- Linked Partner (partnername) <targetname>
- Another 'linked_portal_door' entity which will link to this one.
Inputs
LinkedPortalDoor:
- SetPartner <string >
- Set a new partner door.
- Open
- Open the door and cause the portal to activate.
- Close
- Close the door and cause the portal to deactivate.
Outputs
- OnFullyOpen
- Called when the door has finished its open animation.
- OnFullyClosed
- Called when the door has finished its close animation.
LinkedPortalDoor:
- OnOpen
- Called when the door has started its open animation.
- OnClose
- Called when the door has started its close animation.
- OnEntityTeleportFromMe
- Called when an entity enters this linked portal.
- OnPlayerTeleportFromMe
- Called when the player enters this linked portal.
- OnEntityTeleportToMe
- Called when an entity exits this linked portal.
- OnPlayerTeleportToMe
- Called when the player exits this linked portal.