Func portal orientation: Difference between revisions
		
		
		
		
		
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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 ?]
		
	
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{{portal   | {{portal|title=func_portal_orientation}}  | ||
{{entity|func_portal_orientation|type=e2|series=Portal}} It adjusts a portal's rotation to match a specified angle. The "front" 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 surfaces within the volume, {{ent|func_portal_bumper}}s should be used to prevent this.}}  | :{{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.}}  | ||
Revision as of 07:43, 24 January 2023
Template:Entity It adjusts a portal's rotation to match a specified angle. The "front" 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 Enableinput 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 angles to rotate portals to.
Tip:An easy way to figure out what to set this to is to place a prop_portal, rotate it to the desired orientation, then look at its angles. 
- 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 that is on a surface with the same orientation. Todo: Seems to be broken in P1? It does work in P2 if the workaround is used.
 
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
Inputs
EnableDisable:
- Enable / Disable
 - Enable/disable this entity from performing its task. It might also disappear from view.