Prop portal: Difference between revisions

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(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 is a prop representing one of the two portals.
It opens one of the two portals on a trigger instead of [[weapon_portalgun]].
{{Warning|In [[Portal 2]], bad placement of a prop_portal will cause the location of the portal to revert to the map's origin. Portals will also 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 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 [[weapon_portalgun]], the portal pair ID must be set to 0.}}


===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.
*At least 57 units away from any adjacent surfaces on the top and bottom.
*Must be at least 57 units away from any adjacent surfaces on the top and bottom.
*At least 32 units away from any adjacent surfaces on the sides.
*Must be at least 32 units away from any adjacent surfaces on the sides.
 
In other words, if you could place a portal on the surface using a [[weapon_portalgun|portal gun]] (with or without a [[info_placement_helper|placement helper]]), then it should be OK to use a prop_portal on the surface.


==Keyvalues==
==Keyvalues==
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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 10:46, 31 December 2017

Template:Portal series point

Entity description

It opens one of the two portals on a trigger instead of weapon_portalgun.

Note.pngNote:In order for a prop_portal to link up to the player's portal gun, the portal pair ID must be set to 0.

Placement Rules for Portal 2

Warning.pngWarning: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 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

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