Func portal detector: Difference between revisions

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m (It's not a bug, it's a feature.)
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{{IO|OnEndTouchPortal2|since=P2}}
{{IO|OnEndTouchPortal2|since=P2}}
{{IO|OnEndTouchLinkedPortal|since=P2|Fired when a linked portal intersecting the portal detector ceases to intersect the detector, or is no longer linked.}}
{{IO|OnEndTouchLinkedPortal|since=P2|Fired when a linked portal intersecting the portal detector ceases to intersect the detector, or is no longer linked.}}
{{bug|If the player walks through a portal cleanser in a case that is output should fire, it does not.}}
{{Note|If the player walks through a portal cleanser (thus removing portals) this output does not. This is likely intentional; it prevents end of end of area cleansers from reactivating triggers where the player won't be returning to.}}
{{IO|OnEndTouchBothLinkedPortals|since=P2}}
{{IO|OnEndTouchBothLinkedPortals|since=P2}}
{{O Targetname}}
{{O Targetname}}

Revision as of 19:43, 24 May 2011

Template:Portal series brush

Entity description

A region that fires an output if a portal is placed in it.

Keyvalues

Portal pair ID that it detects ([todo internal name (i)]) <integer>
Check all portals ([todo internal name (i)]) <boolean> (in all games since Portal 2)
Ignore the Group ID and check for all portals.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Flags

  • 1 : Start inactive

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
Toggle:
Toggle
Toggle the enabled/disabled status of this entity.


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

OnStartTouchPortal  (in all games since Portal 2)
OnEndTouchPortal  (in all games since Portal 2)
OnStartTouchPortal1
Fired when portal 1 (blue) is placed intersecting the portal detector.
OnStartTouchPortal2
Fired when portal 2 (orange) is placed intersecting the portal detector.
OnStartTouchLinkedPortal
Fired when linked portal is placed intersecting the portal detector.
OnStartTouchBothLinkedPortals
Fired when both of a pair of portals is placed intersecting the portal detector.
OnEndTouchPortal1  (in all games since Portal 2)
OnEndTouchPortal2  (in all games since Portal 2)
OnEndTouchLinkedPortal  (in all games since Portal 2)
Fired when a linked portal intersecting the portal detector ceases to intersect the detector, or is no longer linked.
Note.pngNote:If the player walks through a portal cleanser (thus removing portals) this output does not. This is likely intentional; it prevents end of end of area cleansers from reactivating triggers where the player won't be returning to.
OnEndTouchBothLinkedPortals  (in all games since Portal 2)