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 ?]
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 ?]
 Bug:(in
Bug:(in  Portal), any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.  [todo tested in ?]
 Portal), any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.  [todo tested in ?]
 Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the
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.
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.
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.
		
	
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| {{this is a|brush entity|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. | {{this is a|brush entity|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. | ||
| {{CD|CTriggerPortalCleanser|base=CBaseTrigger}} | {{CD|CTriggerPortalCleanser|base=CBaseTrigger}} | ||
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| == Keyvalues == | == Keyvalues == | ||
| {{KV|Visible|boolean|If the fizzler is visible. This also controls if the sound effects are played when powered on and off.|since=P2}} | {{KV Targetname}} | ||
| {{KV|Use Scanline|boolean|If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.|since=P2}} | {{KV|Visible|intn=Visible|boolean|If the fizzler is visible. This also controls if the sound effects are played when powered on and off.|since={{P2}}}} | ||
| {{KV|Use Scanline|intn=UseScanline|boolean|If the field uses a scanline{{elaborate}}. This only works correctly for vertical fields aligned to an axis.|since={{P2}}}} | |||
| {{KV Reflection}} | {{KV Reflection}} | ||
| {{KV Trigger}} | {{KV Trigger}} | ||
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| == Inputs == | == Inputs == | ||
| {{I|FizzleTouchingPortals|Cause any portals in our volume to immediately fizzle.|since=P2}} | {{I|FizzleTouchingPortals|Cause any portals in our volume to immediately fizzle.|since=P2}} | ||
| {{I Trigger}} | {{I Trigger}} | ||
Revision as of 13:09, 19 May 2025
trigger_portal_cleanser  is a   brush entity  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.
 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.
|  Class hierarchy | 
|---|
| CTriggerPortalCleanser | 
 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 ?]
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 ?] Bug:(in
Bug:(in  Portal), any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.  [todo tested in ?]
 Portal), any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.  [todo tested in ?] Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the
Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the Dissolve input. Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
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.
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.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Visible (Visible)  <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 (UseScanline)  <boolean> (in all games since  ) )
- If the field uses a scanline[Elaborate?]. 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.
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Flags
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Inputs
- FizzleTouchingPortals   (in all games since  ) )
- Cause any portals in our volume to immediately fizzle.
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Outputs
- OnDissolve
- Fired whenever an entity is dissolved by the trigger.
- OnDissolveBox
- Fired whenever an entity named boxis 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.
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