Prop linked portal door: Difference between revisions
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[[File:Prop_linked_portal_door_example.jpg|thumb|250px|Example of a linked prop portal: the door connects to a room of the same size with white tiles.]] | [[File:Prop_linked_portal_door_example.jpg|thumb|250px|Example of a linked prop portal: the door connects to a room of the same size with white tiles.]] | ||
{{entity|type=e0|game=Portal 2|prop_linked_portal_door}} | {{entity|type=e0|game=Portal 2|prop_linked_portal_door}} It is a door which is linked by a portal to another ''prop_linked_portal_door'' entity. It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design). | ||
{{ModernNote|On spawn, the door will automatically shift itself up to 12 units forward or up to 24 units backward to attach to a surface.}} | |||
:{{ModernBug|If no surface is found, it will always shift the full 24 units backward!}} | |||
{{ModernNote|Due to the outdated model (which breaks if overridden using VScript) and positional quirks, it is recommended to instead use a {{ent|prop_testchamber_door}} and a {{ent|linked_portal_door}}.}} | |||
{{ModernBug| | |||
{{ | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Lighting Origin|target_destination|Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.}} | {{KV|Lighting Origin|target_destination|Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.}} | ||
{{KV LinkedPortalDoor}} | {{KV LinkedPortalDoor}} | ||
{{KV | {{KV BaseEntity|l4d2=1}} | ||
==Inputs== | ==Inputs== | ||
{{I LinkedPortalDoor}} | {{I LinkedPortalDoor}} | ||
{{I BaseEntity|l4d2=1|asw=1}} | |||
==Outputs== | ==Outputs== | ||
{{IO|OnFullyOpen|Called when the door has finished its open animation.}} | {{IO|OnFullyOpen|Called when the door has finished its open animation.}} | ||
{{IO|OnFullyClosed|Called when the door has finished its close animation.}} | {{IO|OnFullyClosed|Called when the door has finished its close animation.}} | ||
{{O LinkedPortalDoor}} | {{O LinkedPortalDoor}} | ||
{{O BaseEntity}} | |||
==See also== | ==See also== | ||
* [[linked_portal_door]] | * [[linked_portal_door]] |
Revision as of 11:33, 12 May 2023


Template:Entity It is a door which is linked by a portal to another prop_linked_portal_door entity. It behaves similarly to a linked_portal_door, but is accompanied by a test chamber door model (using an outdated design).
Keyvalues
- Lighting Origin ([todo internal name (i)]) <targetname>
- Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
LinkedPortalDoor:
- Linked Partner (partnername) <targetname>
- Another 'linked_portal_door' entity which will link to this one.
Inputs
LinkedPortalDoor:
- SetPartner <string >
- Set a new partner door.
- Open
- Open the door and cause the portal to activate.
- Close
- Close the door and cause the portal to deactivate.
Outputs
- OnFullyOpen
- Called when the door has finished its open animation.
- OnFullyClosed
- Called when the door has finished its close animation.
LinkedPortalDoor:
- OnOpen
- Called when the door has started its open animation.
- OnClose
- Called when the door has started its close animation.
- OnEntityTeleportFromMe
- Called when an entity enters this linked portal.
- OnPlayerTeleportFromMe
- Called when the player enters this linked portal.
- OnEntityTeleportToMe
- Called when an entity exits this linked portal.
- OnPlayerTeleportToMe
- Called when the player exits this linked portal.