Func portal detector: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(fixed the last TODO, added a warning)
m (→‎Outputs: copied note)
Line 28: Line 28:
{{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.}}
{{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|OnEndTouchBothLinkedPortals|since=P2|Fired when both portals of a pair first touch the entity (<code>OnStartTouchBothLinkedPortals</code>), and then are moved away from it.}}
{{Note|If the player walks through a portal cleanser (thus removing portals) this output does not fire.}}
{{O Targetname}}
{{O Targetname}}

Revision as of 12:10, 30 May 2018

Template:Portal series brush It defines a region that fires an output if a portal is placed in it.

Warning.pngWarning:This entity may misbehave when it or the surfaces intersecting it are moving.

Keyvalues

Portal pair ID that it detects ([todo internal name (i)]) <integer>
Portals are processed in numbered pairs. Check Starting Team on your weapon_portalgun for the correct number.
Check all portals ([todo internal name (i)]) <boolean> (in all games since Portal 2)
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 or target).
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 <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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 Portal 2)
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 Portal 2)
Fired when a portal moves away from the entity.
OnEndTouchPortal1  (in all games since Portal 2)
Fired when portal 1 (blue) moves away from the entity.
OnEndTouchPortal2  (in all games since Portal 2)
Fired when portal 2 (orange) moves away from the entity.
OnEndTouchLinkedPortal  (in all games since Portal 2)
Fired when a linked portal moves away from the entity, or is no longer linked.
Note.pngNote:If the player walks through a portal cleanser (thus removing portals) this output does not fire.
OnEndTouchBothLinkedPortals  (in all games since Portal 2)
Fired when both portals of a pair first touch the entity (OnStartTouchBothLinkedPortals), and then are moved away from it.
Note.pngNote:If the player walks through a portal cleanser (thus removing portals) this output does not fire.