Prop linked portal door: 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|select=1|1=Prop linked portal door}}[[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.]]
{{lang|select=1|1=Prop linked portal door}}
[[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.]]


{{this is a|point entity|name=prop_linked_portal_door|game=Portal 2}} 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 It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design).
{{this is a|point entity|name=prop_linked_portal_door|game=Portal 2}} 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 It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design).
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* [[linked_portal_door]]
* [[linked_portal_door]]


[[Category:Prop entities]]
[[Category:Prop entities|linked portal door]]

Revision as of 08:59, 1 September 2024

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Example of a linked prop portal: the door connects to a room of the same size with white tiles.

prop_linked_portal_door is a point entity available in Portal 2 Portal 2. 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 It behaves similarly to a linked_portal_door, but is accompanied by a test chamber door model (using an outdated design).

Note.pngNote:On spawn, the door will automatically shift itself up to 12 units forward or up to 24 units backward to attach to a surface.
Icon-Bug.pngBug:If no surface is found, it will always shift the full 24 units backward!  [todo tested in ?]
Note.pngNote:Due to the outdated model (which breaks if overridden using VScript) and positional quirks, it is recommended to instead use a prop_testchamber_door and a linked_portal_door.

Keyvalues

Lighting Origin (lightingorigin) <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