Func portal orientation: Difference between revisions

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{{wrongtitle|title=func_portal_orientation}}
{{LanguageBar}}
==Entity Description==
{{this is a|brush entity|name=func_portal_orientation|series=Portal}} It adjusts a portal's rotation to match a specified angle. The "front" of the portal points in the specified direction.
Adjusts a portal's rotation to match a specified angle. The 'Bottom' of the portal points in the specified diretion.
{{bug|{{portal2}} Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.}}
==Keyvalues==
:{{workaround|Since it still works when first enabled, a {{ent|logic_playerproxy}} can be used to fire an <code>Enable</code> input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, {{ent|func_portal_bumper}}s should be used to prevent this.}}
* {{kv targetname}}
* {{kv Parentname}}
* {{kv enabledisable}}
* '''AnglesToFace'''
: <[[angle]]> The 'floor' of the portal pair linkage will be in this direction.
* '''MatchLinkedAngles'''
: {{boolean}} If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner.


==Inputs==
== Keyvalues ==
* {{i targetname}}
{{KV Targetname}}
==Outputs==
{{KV|Angles to face|intn=AnglesToFace|angle|The angles to rotate portals to.{{tip|An easy way to figure out what to set this to is to place a {{ent|prop_portal}}, rotate it to the desired orientation, then look at its angles.}}}}
* {{o targetname}}
{{KV|Match linked angles.|intn=MatchLinkedAngles|boolean|If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner that is on a surface with the same orientation. {{todo|Seems to be broken in P1? It does work in P2 if the workaround is used.}}}}
[[Category:Portal Entities]]
{{KV EnableDisable}}
 
== Inputs ==
{{I EnableDisable}}

Latest revision as of 14:08, 25 September 2024

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func_portal_orientation is a brush entity available in Portal series Portal series. It adjusts a portal's rotation to match a specified angle. The "front" of the portal points in the specified direction.

Icon-Bug.pngBug:Portal 2 Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.  [todo tested in ?]
PlacementTip.pngWorkaround:Since it still works when first enabled, a logic_playerproxy can be used to fire an Enable input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, func_portal_bumpers should be used to prevent this.

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

Angles to face (AnglesToFace) <angle>
The angles to rotate portals to.
Tip.pngTip:An easy way to figure out what to set this to is to place a prop_portal, rotate it to the desired orientation, then look at its angles.
Match linked angles. (MatchLinkedAngles) <boolean>
If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner that is on a surface with the same orientation.
Todo: Seems to be broken in P1? It does work in P2 if the workaround is used.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.