Func portalled: Difference between revisions
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Note:If the player walks through a portal cleanser (thus removing portals) this output does not. This is likely intentional; it prevents end of end of area cleansers from reactivating triggers where the player won't be returning to.
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{{portal2 brush|func_portalled}} | {{portal2 brush|func_portalled}} It fires outputs when an entity teleports through a portal in its volume. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 06:47, 31 July 2011
Template:Portal2 brush It fires outputs when an entity teleports through a portal in its volume.
Keyvalues
- Check all portals ([todo internal name (i)]) <boolean> (in all games since
)
- Ignore the Group ID and check for all portals.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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
- 1 : Start inactive
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Toggle:
- Toggle
- Toggle the enabled/disabled status of this entity.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.
Outputs
- OnStartTouchPortal (in all games since
)
- OnEndTouchPortal (in all games since
)
- OnStartTouchPortal1
- Fired when portal 1 (blue) is placed intersecting the portal detector.
- OnStartTouchPortal2
- Fired when portal 2 (orange) is placed intersecting the portal detector.
- OnStartTouchLinkedPortal
- Fired when linked portal is placed intersecting the portal detector.
- OnStartTouchBothLinkedPortals
- Fired when both of a pair of portals is placed intersecting the portal detector.
- OnEndTouchPortal1 (in all games since
)
- OnEndTouchPortal2 (in all games since
)
- OnEndTouchLinkedPortal (in all games since
)
- Fired when a linked portal intersecting the portal detector ceases to intersect the detector, or is no longer linked.

- OnEndTouchBothLinkedPortals (in all games since
)
- OnEntityPrePortalled
- Fires when the entity is about to portal.
- OnEntityPostPortalled
- Fires when the entity is done portalling.