Trigger portal cleanser: Difference between revisions
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Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the
Tip:In Portal, use trigger_physics_trap to dissolve entities without affecting portal placement.
Note:Entities being dissolved by env_entity_dissolver or trigger_physics_trap don't float, unlike entities dissolved by trigger_portal_cleanser.
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{{Bug|In [[Portal]], the player's T-posed corpse is visibly dissolved when dying inside this entity. In versions of Source prior to Source 2013, this would crash the game.}} | {{Bug|In [[Portal]], the player's T-posed corpse is visibly dissolved when dying inside this entity. In versions of Source prior to Source 2013, this would crash the game.}} | ||
{{Tip|To directly apply the dissolve effect to a specific entity, use [[env_entity_dissolver]] or fire the <code> | {{Tip|To directly apply the dissolve effect to a specific entity, use [[env_entity_dissolver]], or for [[prop_weighted_cube|cubes]] fire the <code>Dissolve</code> input.}} | ||
{{Tip|In [[Portal]], use [[trigger_physics_trap]] to dissolve entities without affecting portal placement.}} | {{Tip|In [[Portal]], use [[trigger_physics_trap]] to dissolve entities without affecting portal placement.}} | ||
{{note| | {{note|Entities being dissolved by [[env_entity_dissolver]] or [[trigger_physics_trap]] don't float, unlike entities dissolved by trigger_portal_cleanser.}} | ||
== Keyvalues == | == Keyvalues == | ||
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== Outputs == | == Outputs == | ||
{{IO|OnDissolve|Fired whenever an entity is dissolved by the trigger.}} | {{IO|OnDissolve|Fired whenever an entity is dissolved by the trigger.}} | ||
{{IO|OnDissolveBox|Fired | {{IO|OnDissolveBox|Fired whenever an entity named <code>box</code> is dissolved by the trigger. | ||
{{IO|OnFizzle|Fired whenever portals are fizzled by the trigger.}} | {{IO|OnFizzle|Fired whenever portals are fizzled by the trigger.}} | ||
{{O Trigger}} | {{O Trigger}} |
Revision as of 20:11, 23 June 2020
Template:Portal series brush It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.

Dissolve
input.

Keyvalues
- Visible ([todo internal name (i)]) <boolean> (in all games since
)
- If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
- Use Scanline ([todo internal name (i)]) <boolean> (in all games since
)
- If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
|
Flags
|
Inputs
- FizzleTouchingPortals (in all games since
)
- Cause any portals in our volume to immediately fizzle.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
|
Outputs
- OnDissolve
- Fired whenever an entity is dissolved by the trigger.
{{IO|OnDissolveBox|Fired whenever an entity named box
is dissolved by the trigger.
- OnFizzle
- Fired whenever portals are fizzled by the trigger.
|