Prop portal: Difference between revisions
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Note:In order for a prop_portal to link up to the player's portal gun, the portal pair ID must be set to 0.
Warning:In Portal 2, bad placement of a prop_portal will cause the location of the portal to revert to the map's origin. The rules are as follows:
Chainmanner (talk | contribs) (Placement problems only apply for Portal 2, and the prop_portal linking to the player's weapon_portalgun applies to both games.) |
(Added more rules & removed broken link) |
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==Entity description== | ==Entity description== | ||
It | It opens one of the two portals on a trigger instead of [[weapon_portalgun]]. | ||
{{note|In order for a prop_portal to link up to the player's portal gun, the portal pair ID must be set to 0.}} | |||
{{note|In order for a prop_portal to link up to the player's | |||
===Placement Rules for Portal 2=== | ===Placement Rules for Portal 2=== | ||
{{Warning|In [[Portal 2]], bad placement of a prop_portal will cause the location of the portal to revert to the map's origin. The rules are as follows:}} | |||
*Must not start active. | |||
*Must not open at the same moment as another prop_portal. | |||
*Must be over a single brush. It will not open on the seam between multiple brushes even if all surfaces are portalable. (This differs from the portal gun.) | |||
*Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. Use the yellow line in the 2D view and the blue line (Z-axis) in the 3D view as guides to help with this. | *Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. Use the yellow line in the 2D view and the blue line (Z-axis) in the 3D view as guides to help with this. | ||
*0-8 units from the surface the portal is to be placed on. | *Must be 0-8 units from the surface the portal is to be placed on. | ||
* | *Must be at least 57 units away from any adjacent surfaces on the top and bottom. | ||
* | *Must be at least 32 units away from any adjacent surfaces on the sides. | ||
==Keyvalues== | ==Keyvalues== | ||
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{{IO|OnPlacedSuccessfully|Fired when portal spawns successfully}} | {{IO|OnPlacedSuccessfully|Fired when portal spawns successfully}} | ||
{{O Targetname}} | {{O Targetname}} | ||
Revision as of 10:46, 31 December 2017
Entity description
It opens one of the two portals on a trigger instead of weapon_portalgun.

Placement Rules for Portal 2

- Must not start active.
- Must not open at the same moment as another prop_portal.
- Must be over a single brush. It will not open on the seam between multiple brushes even if all surfaces are portalable. (This differs from the portal gun.)
- Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. Use the yellow line in the 2D view and the blue line (Z-axis) in the 3D view as guides to help with this.
- Must be 0-8 units from the surface the portal is to be placed on.
- Must be at least 57 units away from any adjacent surfaces on the top and bottom.
- Must be at least 32 units away from any adjacent surfaces on the sides.
Keyvalues
- Activated ([todo internal name (i)]) <boolean>
- Is this portal activated at start?
Bug:In Portal 2, this will cause the portal to appear at the world origin. [todo tested in ?]
- 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
- 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 <boolean >
- Set Activated
- Fizzle
- Fizzle and remove
- NewLocation <string >
- Sets this portals location and angles. This expects 6 floats with space delimiters, the format is 'x y z pitch yaw roll'
- Resize <string > (in all games since
)
- 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