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 fire.
Note:If the player walks through a portal cleanser (thus removing portals) this output does not fire.
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==Outputs== | ==Outputs== | ||
{{IO|OnStartTouchPortal|since=P2 | {{IO|OnStartTouchPortal|since=P2|Fired when a portal touches the entity.}} | ||
{{IO|OnStartTouchPortal1|Fired when portal 1 (blue) touches the entity.}} | |||
{{IO|OnStartTouchPortal1|Fired when portal 1 (blue) | {{IO|OnStartTouchPortal2|Fired when portal 2 (orange) touches the entity.}} | ||
{{IO|OnStartTouchPortal2|Fired when portal 2 (orange) | {{IO|OnStartTouchLinkedPortal|Fired when a linked portal touches the entity.}} | ||
{{IO|OnStartTouchLinkedPortal|Fired when linked portal | {{IO|OnStartTouchBothLinkedPortals|Fired when both portals of a pair touch the entity.}} | ||
{{IO|OnStartTouchBothLinkedPortals|Fired when both of a pair | {{IO|OnEndTouchPortal|since=P2|Fired when a portal moves away from the entity.}} | ||
{{IO|OnEndTouchPortal1|since=P2}} | {{IO|OnEndTouchPortal1|since=P2|Fired when portal 1 (blue) moves away from the entity.}} | ||
{{IO|OnEndTouchPortal2|since=P2}} | {{IO|OnEndTouchPortal2|since=P2|Fired when portal 2 (orange) moves away from the entity.}} | ||
{{IO|OnEndTouchLinkedPortal|since=P2|Fired when a linked portal | {{IO|OnEndTouchLinkedPortal|since=P2|Fired when a linked portal moves away from the entity, or is no longer linked.}} | ||
{{Note|If the player walks through a portal cleanser (thus removing portals) this output does not | {{Note|If the player walks through a portal cleanser (thus removing portals) this output does not fire.}} | ||
{{IO|OnEndTouchBothLinkedPortals|since=P2}} | {{IO|OnEndTouchBothLinkedPortals|since=P2|Fired when both portals of a pair first touch the entity (<code>OnStartTouchBothLinkedPortals</code>), and then are moved away from it.}} | ||
{{IO|OnEntityPrePortalled|Fires | {{Note|If the player walks through a portal cleanser (thus removing portals) this output does not fire.}} | ||
{{IO|OnEntityPostPortalled|Fires | {{IO|OnEntityPrePortalled|Fires a portal is crossed. Fires at the same time as <code>OnEntityPostPortalled</code> but this one is processed by the engine first. {{note|This will fire twice if both portals are touching the entity.}}}} | ||
{{IO|OnEntityPostPortalled|Fires a portal is crossed. Fires at the same time as <code>OnEntityPrePortalled</code> but this one is processed by the engine last. {{note|This will fire twice if both portals are touching the entity.}}}} | |||
{{O Targetname}} | {{O Targetname}} |
Revision as of 02:26, 1 June 2018
Entity description
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
)
- Fired when a portal touches the entity.
- OnStartTouchPortal1
- Fired when portal 1 (blue) touches the entity.
- OnStartTouchPortal2
- Fired when portal 2 (orange) touches the entity.
- OnStartTouchLinkedPortal
- Fired when a linked portal touches the entity.
- OnStartTouchBothLinkedPortals
- Fired when both portals of a pair touch the entity.
- OnEndTouchPortal (in all games since
)
- Fired when a portal moves away from the entity.
- OnEndTouchPortal1 (in all games since
)
- Fired when portal 1 (blue) moves away from the entity.
- OnEndTouchPortal2 (in all games since
)
- Fired when portal 2 (orange) moves away from the entity.
- OnEndTouchLinkedPortal (in all games since
)
- Fired when a linked portal moves away from the entity, or is no longer linked.

- OnEndTouchBothLinkedPortals (in all games since
)
- Fired when both portals of a pair first touch the entity (
OnStartTouchBothLinkedPortals
), and then are moved away from it.

- OnEntityPrePortalled
- Fires a portal is crossed. Fires at the same time as
OnEntityPostPortalled
but this one is processed by the engine first.Note:This will fire twice if both portals are touching the entity.
- OnEntityPostPortalled
- Fires a portal is crossed. Fires at the same time as
OnEntityPrePortalled
but this one is processed by the engine last.Note:This will fire twice if both portals are touching the entity.