Trigger portal cleanser: Difference between revisions
Jump to navigation
Jump to search
Warning:In Portal, if a player dies inside this entity, even if they are filtered out of it, the game will crash!
Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver.
TeamSpen210 (talk | contribs) (Mention env_entity_dissolver can be used also, and describe P2 keyvalues.) |
|||
Line 1: | Line 1: | ||
{{portal series brush|trigger_portal_cleanser}} 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. | {{portal series brush|trigger_portal_cleanser}} 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. | ||
{{Warning|In [[Portal]], if a player dies inside this entity, even if they are filtered out of it, the game will crash!}} | {{Warning|In [[Portal]], if a player dies inside this entity, even if they are filtered out of it, the game will crash!}} | ||
{{Tip|To directly apply the dissolve effect to a specific entity, use [[env_entity_dissolver]].}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Visible|boolean|If the fizzler is visible.|since=P2}} | {{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|Use Scanline|boolean|If the field uses a scanline. |since=P2}} | {{KV|Use Scanline|boolean|If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.|since=P2}} | ||
{{KV Reflection}} | {{KV Reflection}} | ||
{{KV Trigger}} | {{KV Trigger}} |
Revision as of 04:08, 30 March 2018
Template:Portal series brush It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.


Keyvalues
- Visible ([todo internal name (i)]) <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 ([todo internal name (i)]) <boolean> (in all games since
)
- If the field uses a scanline. 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.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
|
Outputs
- OnDissolve
- Fired whenever an entity is dissolved by the trigger.
- OnDissolveBox
- Fired when a box is dissolved by the trigger.
Note:in order for this output to fire, the object it dissolves must have the world model "models/props/metal_box.mdl"
- OnFizzle
- Fired whenever portals are fizzled by the trigger.
|