Func portal bumper: Difference between revisions

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{{lang|title=func_portal_bumper}}
{{LanguageBar|title=func_portal_bumper}}
{{This is a|name=func_portal_bumper|e2|series=Portal}}
{{this is a|brush entity|name=func_portal_bumper|series=Portal}}
 
{{CD|CFuncPortalBumper|base=CBaseEntity}}


__TOC__
__TOC__
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File:testbumper0000.jpg|Not using a portal bumper
File:testbumper0000.jpg|Not using a portal bumper
File:Portalbumperplacement.JPG|How to place the bumper in Hammer
File:Portalbumperplacement.JPG|How to place the bumper in Hammer
File:testbumper0001.jpg|The result - a portal will be bumped to fit on the concret
File:testbumper0001.jpg|The result - a portal will be bumped to fit on the concrete
</gallery>
</gallery>


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== Inputs ==
== Inputs ==
{{IO|Deactivate|Turn off bumping functionality}}
{{I|Deactivate|Turn off bumping functionality}}
{{IO|Activate|Turn on bumping functionality}}
{{I|Activate|Turn on bumping functionality}}
{{IO|Toggle|Toggle bumping functionality}}
{{I|Toggle|Toggle bumping functionality}}
{{I Targetname}}
{{I Targetname}}
{{I Parentname}}
{{I Parentname}}
== Outputs ==
{{O Targetname}}

Latest revision as of 17:55, 18 July 2025

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func_portal_bumper is a brush entity available in Portal series Portal series.

C++ Class hierarchy
CFuncPortalBumper
CBaseEntity

Entity description

It tells Portal to 'bump' portals that cannot open inside it away. Use it when a portal-proof surface runs directly on to a portal-friendly one.

While having this is not absolutely necessary, it does make your puzzles much more user friendly. You don't need to use one if there is an angle in the surface (e.g. the corners of a room).

Note.pngNote:Each func_portal_bumper must stick at least two units out from the surface.

Usage

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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Flags

Start inactive : [1]

Inputs

Deactivate
Turn off bumping functionality
Activate
Turn on bumping functionality
Toggle
Toggle bumping functionality


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.