Info placement helper: Difference between revisions
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Orientation is easily controlled. On the entity viewmodel in the 3-D view, make sure the red arrow is oriented pointing away from the face it is on. If "use helper's angles" is turned on, portals will be oriented with their top facing in the direction the blue arrow points. | Orientation is easily controlled. On the entity viewmodel in the 3-D view, make sure the red arrow is oriented pointing away from the face it is on. If "use helper's angles" is turned on, portals will be oriented with their top facing in the direction the blue arrow points. | ||
{{tip|Try to avoid enabling Force Placement, especially with a larger radius. Most players are unaware that placement helpers even exist, and may be confused or frustrated as to why they can't freely place portals on a specific surface.}} | |||
{{tip|[https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons] include a custom model for this entity, accurately showing the portal's size and orientation.}} | {{tip|[https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons] include a custom model for this entity, accurately showing the portal's size and orientation.}} | ||
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{{KV|Use helper's angles|boolean|Placed portals will snap to the angles of the placement helper.}} | {{KV|Use helper's angles|boolean|Placed portals will snap to the angles of the placement helper.}} | ||
{{KV|Force Placement|boolean|Disable the "cooldown" period after the placement helper is used, preventing the player from offsetting portals.}} | {{KV|Force Placement|boolean|Disable the "cooldown" period after the placement helper is used, preventing the player from offsetting portals.}} | ||
:{{note|Despite this keyvalue's description in the default [[FGD]], it does not allow bypassing portal placement rules. Enabling it is also not required for the helper to work, despite common misconception.}} | |||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV Parentname}} | {{KV Parentname}} |
Revision as of 18:20, 7 July 2020
Template:Portal2 point This entity is a portal auto aligner. Portals fired within the entity's radius will automatically be positioned at the entity's origin. After a placement helper has been used, it will temporarily enter a "cooldown" period, during which it will not work (unless Force Placement is set to Yes). Compare with func_portal_orientation that only controlled the orientation.
Orientation is easily controlled. On the entity viewmodel in the 3-D view, make sure the red arrow is oriented pointing away from the face it is on. If "use helper's angles" is turned on, portals will be oriented with their top facing in the direction the blue arrow points.


It helps if you use a portal indicator texture or decal along with this entity.
Keyvalues
- Proxy Entity Name ([todo internal name (i)]) <targetname>
- Name of the entity we want to use for our real placement position.
- Attach Entity Name ([todo internal name (i)]) <string>
- Name of the entity we want force our attachment to. Used to combine objects.
- Use helper's angles ([todo internal name (i)]) <boolean>
- Placed portals will snap to the angles of the placement helper.
- Force Placement ([todo internal name (i)]) <boolean>
- Disable the "cooldown" period after the placement helper is used, preventing the player from offsetting portals.
Note:Despite this keyvalue's description in the default FGD, it does not allow bypassing portal placement rules. Enabling it is also not required for the helper to work, despite common misconception.
- 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
- 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.
- 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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- 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.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnObjectPlaced
- An object has been successfully placed using us as a guide.
- OnObjectPlacedSize <integer >
- When an object is successfully placed, this sends the scale level as an out value