Trigger portal cleanser: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
 Bug:In
Bug:In  Portal Dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game. This can happen when flags allow physical object to touch this trigger.
 Portal Dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game. This can happen when flags allow physical object to touch this trigger.  Workaround: Use filter_activator_class that disallows prop_ragdoll.
Workaround: Use filter_activator_class that disallows prop_ragdoll.
 Bug:In
Bug:In  Portal any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.
 Portal any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.
 Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the
Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the 
 Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
 Note:Entities being dissolved by env_entity_dissolver or trigger_physics_trap don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.
Note:Entities being dissolved by env_entity_dissolver or trigger_physics_trap don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.
 Warning:This entity applies its effect based on its AABB instead of its brush model. Only portal shot blocking is affected by this while portal and object fizzling works as expected.[ Edit ]
Warning:This entity applies its effect based on its AABB instead of its brush model. Only portal shot blocking is affected by this while portal and object fizzling works as expected.[ Edit ]
		
	
| m (Substituted IO templates) | |||
| (2 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
| {{LanguageBar}} | |||
| {{CD|CTriggerPortalCleanser|base=CBaseTrigger}} | |||
| {{this is a|brush entity|name=trigger_portal_cleanser|series=Portal}} It removes objects and portals when the player touches it. It is used to create the [[Creating a portal/object fizzler|"Material Emancipation Grid" / "Fizzler"]] particle-field in Portal. | {{this is a|brush entity|name=trigger_portal_cleanser|series=Portal}} It removes objects and portals when the player touches it. It is used to create the [[Creating a portal/object fizzler|"Material Emancipation Grid" / "Fizzler"]] particle-field in Portal. | ||
| {{Bug| | {{Bug|hidetested=1|In {{Portal|4}} Dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game. This can happen when flags allow physical object to touch this trigger. {{workaround}} Use {{ent|filter_activator_class}} that disallows prop_ragdoll.}} | ||
| {{ | {{Bug|hidetested=1|In {{portal|4}} any {{ent|prop_physics}} entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.}} | ||
| {{Bug| | |||
| {{Tip|To directly apply the dissolve effect to a specific entity, use {{ent|env_entity_dissolver}}, or for [[prop_weighted_cube|cubes]] fire the <code>Dissolve</code> input.}} | {{Tip|To directly apply the dissolve effect to a specific entity, use {{ent|env_entity_dissolver}}, or for [[prop_weighted_cube|cubes]] fire the <code>Dissolve</code> input.}} | ||
| {{Tip|Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.}} | {{Tip|Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.}} | ||
| {{note|Entities being dissolved by {{ent|env_entity_dissolver}} or {{ent|trigger_physics_trap}} don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.}} | {{note|Entities being dissolved by {{ent|env_entity_dissolver}} or {{ent|trigger_physics_trap}} don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.}} | ||
| {{AABBwarning|misc=Only portal shot blocking is affected by this while portal and object fizzling works as expected.}} | |||
| == Keyvalues == | == Keyvalues == | ||
| {{KV|Visible|boolean|If the fizzler is visible. This also controls if the sound effects are played when powered on and off.|since=P2}} | {{KV Targetname}} | ||
| {{KV|Use Scanline|boolean|If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.|since=P2}} | {{KV|Visible|intn=Visible|boolean|If the fizzler is visible. This also controls if the sound effects are played when powered on and off.|since={{P2}}}} | ||
| {{KV|Use Scanline|intn=UseScanline|boolean|If the field uses a scanline visual effect. This only works correctly for vertical fields aligned to an axis.|since={{P2}}}} | |||
| {{KV Reflection}} | {{KV Reflection}} | ||
| {{KV Trigger}} | {{KV Trigger}} | ||
| Line 21: | Line 23: | ||
| == Inputs == | == Inputs == | ||
| {{I|FizzleTouchingPortals|Cause any portals in our volume to immediately fizzle.|since=P2}} | {{I|FizzleTouchingPortals|Cause any portals in our volume to immediately fizzle.|since=P2}} | ||
| {{I Trigger}} | {{I Trigger}} | ||
Latest revision as of 14:39, 19 May 2025
|  Class hierarchy | 
|---|
| CTriggerPortalCleanser | 
trigger_portal_cleanser  is a   brush entity  available in  Portal series. It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.
 Portal series. It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.
 Bug:In
Bug:In  Portal Dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game. This can happen when flags allow physical object to touch this trigger.
 Portal Dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game. This can happen when flags allow physical object to touch this trigger.  Workaround: Use filter_activator_class that disallows prop_ragdoll.
Workaround: Use filter_activator_class that disallows prop_ragdoll. Bug:In
Bug:In  Portal any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.
 Portal any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity. Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the
Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the Dissolve input. Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement. Note:Entities being dissolved by env_entity_dissolver or trigger_physics_trap don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.
Note:Entities being dissolved by env_entity_dissolver or trigger_physics_trap don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser. Warning:This entity applies its effect based on its AABB instead of its brush model. Only portal shot blocking is affected by this while portal and object fizzling works as expected.[ Edit ]
Warning:This entity applies its effect based on its AABB instead of its brush model. Only portal shot blocking is affected by this while portal and object fizzling works as expected.[ Edit ]Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Visible (Visible)  <boolean> (in all games since  ) )
- If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
- Use Scanline (UseScanline)  <boolean> (in all games since  ) )
- If the field uses a scanline visual effect. This only works correctly for vertical fields aligned to an axis.
- Render in Fast Reflections (drawinfastreflection)  <boolean> (in all games since  ) )
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
| 
 
 | 
Flags
| 
 
 
 
 
 
 
 
 | 
Inputs
- FizzleTouchingPortals   (in all games since  ) )
- Cause any portals in our volume to immediately fizzle.
| 
 
 
 
 | 
Outputs
- OnDissolve
- Fired whenever an entity is dissolved by the trigger.
- OnDissolveBox
- Fired whenever an entity named boxis dissolved by the trigger.
- OnFizzle
- Fired whenever portals are fizzled by the trigger.
- OnPrimaryHit   (only in  ) )
- Fired whenever the trigger has been hit by a primary shot from weapon_portalgun.
- OnSecondaryHit   (only in  ) )
- Fired whenever the trigger has been hit by a secondary shot from weapon_portalgun.
| 
 
 
 
 
 
 | 
































