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 It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design).


==Entity description==
{{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.}}
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 It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by an outdated {{ent|prop_testchamber_door}} model.
:{{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{{ModernNote|Due to the outdated model (which breaks if overridden using VScript) and positional quirks, it is recommended to instead use a {{ent|prop_testchamber_door}} and a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|The position of the door in Hammer isn't exactly the same as in-game; it is shifted by approximately 24 units towards to the facing direction.}}
{{ModernWarning|Due to the outdated model and positional bug, it is recommended to instead use a prop_testchamber_door and a linked_portal_door.}}


==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 Targetname}}
{{KV BaseEntity|l4d2=1}}
{{KV Parentname}}
{{KV Angles}}


==Inputs==
==Inputs==
{{I Targetname}}
{{I Parentname}}
{{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 Targetname}}
{{O LinkedPortalDoor}}
{{O LinkedPortalDoor}}
{{O BaseEntity}}


==See also==
==See also==
* [[linked_portal_door]]
* [[linked_portal_door]]

Revision as of 11:33, 12 May 2023

English (en)Translate (Translate)
Example of a linked prop portal: the door connects to a room of the same size with white tiles.

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).

Template:ModernNote

Template:ModernBug

Template:ModernNote

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 <stringRedirectInput/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.


See also