Trigger portal cleanser: Difference between revisions
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Bug:Portal shot blocking is based on the entity's bounding box, causing diagonal or concave cleansers to block portal shots in cases where they seemingly shouldn't. Portal and object fizzling works as expected. [todo tested in ?]
Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the
Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
Note:Entities being dissolved by env_entity_dissolver or trigger_physics_trap don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.
(I had incorrectly assumed that this entity affects portal placement regardless of flags, when it only happens with the Clients flag) |
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
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{{lang | <!-- When this page is updated to {{langsp}} or {{language subpage}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}{{this is a|e2|name=trigger_portal_cleanser|series=Portal}} It removes objects and portals when the player touches it. It is used to create the [[Creating a portal/object fizzler|"Material Emancipation Grid" / "Fizzler"]] particle-field in Portal. | ||
{{ | |||
{{Bug|In [[Portal]], the player's T-posed corpse is visibly dissolved when dying inside this entity. In versions of Source prior to Source 2013, this would crash the game.}} | {{Bug|In [[Portal]], the player's T-posed corpse is visibly dissolved when dying inside this entity. In versions of Source prior to Source 2013, this would crash the game.}} |
Revision as of 13:38, 4 January 2024
trigger_portal_cleanser
is an e2 available in Portal series. It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.


Dissolve
input.

Keyvalues
- Visible ([todo internal name (i)]) <boolean> (in all games since
)
- If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
- Use Scanline ([todo internal name (i)]) <boolean> (in all games since
)
- If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
|
Flags
|
Inputs
- FizzleTouchingPortals (in all games since
)
- Cause any portals in our volume to immediately fizzle.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
|
Outputs
- OnDissolve
- Fired whenever an entity is dissolved by the trigger.
- OnDissolveBox
- Fired whenever an entity named
box
is dissolved by the trigger.
- OnFizzle
- Fired whenever portals are fizzled by the trigger.
- OnPrimaryHit (only in
)
- Fired whenever the trigger has been hit by a primary shot from weapon_portalgun.
- OnSecondaryHit (only in
)
- Fired whenever the trigger has been hit by a secondary shot from weapon_portalgun.
|