Prop testchamber door: Difference between revisions

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{{portal2 point|prop_testchamber_door}}  
{{LanguageBar}}
 
{{CD|???|base=CBaseAnimating}}
==Entity description==
{{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 [[func_door]] implemented as a model instead of as a brush.
[[File:Test_door1.png|200px|thumb|right|Testchamber Door]]


==Keyvalues==
==Keyvalues==
[[File:Test_door1.png|200px|thumb|right|Testchamber Door]]
{{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}}}}
{{KV|Lighting Origin|target_destination|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|Area Portal Window Name|target_destination|The name of an area portal window that is controlled by the door.}}
 
{{KV|Fade Area Portal?|boolean|If the area portal should use the specified fade distances to fade out.}}
== Inputs ==
{{KV|Fade Start Distance|float|The distance at which the area portal starts fading out.}}
{{I|Open|Open the door and cause the portal to activate.}}
{{KV|Fade End Distance|float|The distance at which the area portal turns completely opaque.}}
{{I|Close|Close the door and cause the portal to deactivate.}}
{{KV|Skin|int|Skin of the model. This input is not included in Valve's [[FGD]]s.|nofgd=1}}
{{I|LockOpen|Opens the door and locks it.}}
{{KV Targetname}}
{{I|Lock|Locking a door will prevent the Open or Close inputs from doing anything.}}
{{KV Parentname}}
{{I|Unlock|If locked, unocking a door will allow the Open or Close inputs to function.}}
{{KV Angles}}


==Inputs==
== Outputs ==
{{IO|Open|Open the door and cause the portal to activate.}}
{{O|OnOpen|Called when the door has started its open animation.}}
{{IO|Close|Close the door and cause the portal to deactivate.}}
{{O|OnClose|Called when the door has started its close animation.}}
{{IO|LockOpen|Opens the door and locks it.}}
{{O|OnFullyOpen|Called when the door has finished its open animation.}}
{{IO|Lock|Locking a door will prevent the Open or Close inputs from doing anything.}}
{{O|OnFullyClosed|Called when the door has finished its close animation.}}
{{IO|Unlock|If locked, unocking a door will allow the Open or Close inputs to function.}}
{{IO|Skin|Change skin of the model. This input is not included in Valve's [[FGD]]s.|nofgd=1}}
{{I Targetname}}
{{I Parentname}}


==Outputs==
[[Category:Prop entities|testchamber door]]
{{IO|OnOpen|Called when the door has started its open animation.}}
{{IO|OnClose|Called when the door has started its close animation.}}
{{IO|OnFullyOpen|Called when the door has finished its open animation.}}
{{IO|OnFullyClosed|Called when the door has finished its close animation.}}
{{O Targetname}}

Latest revision as of 15:48, 1 September 2025

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C++ Class hierarchy
???
CBaseAnimating
CBaseEntity

prop_testchamber_door is a model entity available in Portal 2 Portal 2. A test chamber door entity. Essentially a prop_dynamic with more io, preset model, and less keyvalues.

Testchamber Door

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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.
Only in Portal 2: Community Edition
Start Open (open) <boolean> (only in Portal 2: Community Edition)
If set, the door starts in the open state.
Start Locked (locked) <boolean> (only in Portal 2: Community Edition)
If set, the door starts locked and can no longer change open or closed state.

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.