Func portal orientation: Difference between revisions

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<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}{{this is a|e2|name=func_portal_orientation|series=Portal}} It adjusts a portal's rotation to match a specified angle. The "front" of the portal points in the specified direction.
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang}}{{this is a|brush entity|name=func_portal_orientation|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 17:29, 17 May 2024

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func_portal_orientation is a brush entity available in Portal series Portal series. It adjusts a portal's rotation to match a specified angle. The "front" of the portal points in the specified direction.

Icon-Bug.pngBug:Portal 2 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 ?]
PlacementTip.pngWorkaround: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

{{KV|Angles to face|intn=AnglesToFace|angle|The angles to rotate portals to.

Tip.pngTip: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.

{{KV|Match linked angles.|intn=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 theEnableinput).

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs