Prop testchamber door: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{CD|???|base=CBaseAnimating}} | |||
== | {{this is a|model entity|name=prop_testchamber_door|game=Portal 2}} A test chamber door entity. Essentially a [[prop_dynamic]] with more io, preset model, and less keyvalues. | ||
A test chamber door entity. Essentially a [[ | [[File:Test_door1.png|200px|thumb|right|Testchamber Door]] | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Area Portal Window Name|intn=AreaPortalWindow|target_destination|The name of an area portal window that is controlled by the door.}} | |||
{{KV|Fade Area Portal?|intn=UseAreaPortalFade|boolean|If the area portal should use the specified fade distances to fade out.}} | |||
{{KV|Fade Start Distance|intn=AreaPortalFadeStart|float|The distance at which the area portal starts fading out.}} | |||
{{KV|Fade End Distance|intn=AreaPortalFadeEnd|float|The distance at which the area portal turns completely opaque.}} | |||
{{expand|title=Only in {{P2CE}}| | |||
{{KV|intn=open|Start Open|boolean|If set, the door starts in the open state.|only={{P2CE}}}} | {{KV|intn=open|Start Open|boolean|If set, the door starts in the open state.|only={{P2CE}}}} | ||
{{KV|intn=locked|Start Locked|boolean|If set, the door starts locked and can no longer change open or closed state.|only={{P2CE}}}} | {{KV|intn=locked|Start Locked|boolean|If set, the door starts locked and can no longer change open or closed state.|only={{P2CE}}}} | ||
}} | |||
{{ | |||
{{ | == Inputs == | ||
{{ | {{I|Open|Open the door and cause the portal to activate.}} | ||
{{ | {{I|Close|Close the door and cause the portal to deactivate.}} | ||
{{ | {{I|LockOpen|Opens the door and locks it.}} | ||
{{I|Lock|Locking a door will prevent the Open or Close inputs from doing anything.}} | |||
{{I|Unlock|If locked, unocking a door will allow the Open or Close inputs to function.}} | |||
== | == Outputs == | ||
{{ | {{O|OnOpen|Called when the door has started its open animation.}} | ||
{{ | {{O|OnClose|Called when the door has started its close animation.}} | ||
{{ | {{O|OnFullyOpen|Called when the door has finished its open animation.}} | ||
{{ | {{O|OnFullyClosed|Called when the door has finished its close animation.}} | ||
[[Category:Prop entities|testchamber door]] | |||
Latest revision as of 15:48, 1 September 2025
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prop_testchamber_door
is a model entity available in Portal 2. A test chamber door entity. Essentially a prop_dynamic with more io, preset model, and less keyvalues.
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
- Area Portal Window Name (AreaPortalWindow) <targetname>
- The name of an area portal window that is controlled by the door.
- Fade Area Portal? (UseAreaPortalFade) <boolean>
- If the area portal should use the specified fade distances to fade out.
- Fade Start Distance (AreaPortalFadeStart) <float>
- The distance at which the area portal starts fading out.
- Fade End Distance (AreaPortalFadeEnd) <float>
- The distance at which the area portal turns completely opaque.
|
Inputs
- Open
- Open the door and cause the portal to activate.
- Close
- Close the door and cause the portal to deactivate.
- LockOpen
- Opens the door and locks it.
- Lock
- Locking a door will prevent the Open or Close inputs from doing anything.
- Unlock
- If locked, unocking a door will allow the Open or Close inputs to function.
Outputs
- OnOpen
- Called when the door has started its open animation.
- OnClose
- Called when the door has started its close animation.
- OnFullyOpen
- Called when the door has finished its open animation.
- OnFullyClosed
- Called when the door has finished its close animation.