Func portal orientation: Difference between revisions
Jump to navigation
Jump to search
Bug:
Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones. [todo tested in ?]
(Apparently there's a workaround template) |
(slight correction) |
||
Line 1: | Line 1: | ||
{{portal series brush|func_portal_orientation}} It adjusts a portal's rotation to match a specified angle. The "bottom" of the portal points in the specified direction. | {{portal series brush|func_portal_orientation}} It adjusts a portal's rotation to match a specified angle. The "bottom" of the portal points in the specified direction. | ||
{{bug|{{portal2}} Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.}} | {{bug|{{portal2}} Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.}} | ||
:{{workaround|Since it still works when first enabled, a {{ent|logic_playerproxy}} can be used to fire an <code>Enable</code> input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of the | :{{workaround|Since it still works when first enabled, a {{ent|logic_playerproxy}} can be used to fire an <code>Enable</code> input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, {{ent|func_portal_bumper}}s should be used to prevent this.}} | ||
== Keyvalues == | == Keyvalues == |
Revision as of 21:30, 25 April 2021
Template:Portal series brush It adjusts a portal's rotation to match a specified angle. The "bottom" of the portal points in the specified direction.


Workaround:Since it still works when first enabled, a logic_playerproxy can be used to fire an
Enable
input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, func_portal_bumpers should be used to prevent this.
Keyvalues
- Angles to face (AnglesToFace) <angle>
- The 'floor' of the portal pair linkage will be in this direction.
- Match linked angles. (MatchLinkedAngles) <boolean>
- If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner.
- 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
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.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
Parentname:
- 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.