Prop portal: Difference between revisions

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{{Warning|Bad placement of a prop_portal will cause the location of the portal to revert to the map's origin.}}
{{Warning|Bad placement of a prop_portal will cause the location of the portal to revert to the map's origin.}}
{{Note|Portals will revert to the map's origin regardless of placement if set to start active.}}
{{Note|Portals will revert to the map's origin regardless of placement if set to start active.}}
{{note|In order for a prop_portal to link up to the player's [[weapon_portalgun]] in Portal 2, the portal pair ID must be set to 1.}}
{{note|In order for a prop_portal to link up to the player's [[weapon_portalgun]] in Portal 2, the portal pair ID must be set to 0.}}


===Placement Rules for Portal 2===
===Placement Rules for Portal 2===
*Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on.
*1-8 units from the surface the portal is to be placed on.
*1-8 units from the surface the portal is to be placed on.
*At least 57 units away from any adjacent surfaces on the top and bottom.
*At least 57 units away from any adjacent surfaces on the top and bottom.
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{{IO|OnPlacedSuccessfully|Fired when portal spawns successfully}}
{{IO|OnPlacedSuccessfully|Fired when portal spawns successfully}}
{{O Targetname}}
{{O Targetname}}
==External links==
[http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=468 Example Map VMF]

Revision as of 18:53, 5 April 2012

Template:Portal series point It is a prop representing one of the two portals.

Warning.pngWarning:Bad placement of a prop_portal will cause the location of the portal to revert to the map's origin.
Note.pngNote:Portals will revert to the map's origin regardless of placement if set to start active.
Note.pngNote:In order for a prop_portal to link up to the player's weapon_portalgun in Portal 2, the portal pair ID must be set to 0.

Placement Rules for Portal 2

  • Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on.
  • 1-8 units from the surface the portal is to be placed on.
  • At least 57 units away from any adjacent surfaces on the top and bottom.
  • Todo: Find minimum distance that adjacent surfaces can be on sides (probably slightly less than 32).

Keyvalues

PortalTwo ([todo internal name (i)]) <boolean>
Is this portal an orange portal?
Activated ([todo internal name (i)]) <boolean>
Is this portal activated at start?
Icon-Bug.pngBug:In Portal 2, this will cause the portal to appear at the world origin.  [todo tested in ?]
LinkageGroupID ([todo internal name (i)]) <integer>
Portal pair ID that it belongs to.
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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Inputs

SetName
Naming your portals is fun
SetActivatedState <booleanRedirectInput/boolean>
Set Activated
Fizzle
Fizzle and remove
NewLocation <stringRedirectInput/string>
Sets this portals location and angles. This expects 6 floats with space delimiters, the format is 'x y z pitch yaw roll'
Resize <stringRedirectInput/string> (in all games since Portal 2)
Changes the size of the portals. Note that portals only function if they are the same size, and the coloured border remains the same size and proportions.


Outputs

OnPlacedSuccessfully
Fired when portal spawns successfully


External links

Example Map VMF