Trigger portal cleanser: Difference between revisions
		
		
		
		
		
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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. 
Workaround: Use filter_activator_class that disallows prop_ragdoll.
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.
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.
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 ]
		
	
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{{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 Targetname}}  | {{KV Targetname}}  | ||
{{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|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  | {{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}}  | ||
Latest revision as of 13:39, 19 May 2025
| 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.
Dissolve input.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.
 
 
 
 
 
 
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