Prop portal: Difference between revisions
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Warning:Bad placement of a prop_portal will cause the location of the portal to revert to the map's origin.
Note:Portals will revert to the map's origin regardless of placement if set to start active.
Note:In order for a prop_portal to link up to the player's weapon_portalgun in Portal 2, the portal pair ID must be set to 1.
(Added a note about the linked portal pair property for linking with weapon_portalguns.) |
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Line 11: | Line 11: | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|PortalTwo|boolean|Is this portal an orange portal?}} | {{KV|PortalTwo|boolean|Is this portal an orange portal?}} | ||
{{KV|Activated|boolean|Is this portal activated at start?}} | {{KV|Activated|boolean|Is this portal activated at start?{{bug|In Portal 2, this will cause the portal to appear at the world origin.}}}} | ||
{{KV|LinkageGroupID|integer|Portal pair ID that it belongs to.}} | {{KV|LinkageGroupID|integer|Portal pair ID that it belongs to.}} | ||
{{KV Targetname}} | {{KV Targetname}} |
Revision as of 16:02, 21 January 2012
Template:Portal series point It is a prop representing one of the two portals.



Placement Rules for Portal 2
- 1-8 units from the surface the portal is to be placed on.
- At least 57 units away from any adjacent surfaces on the top and bottom.
- Todo: Find minimum distance that adjacent surfaces can be on sides (probably slightly less than 32).
Keyvalues
- Activated ([todo internal name (i)]) <boolean>
- Is this portal activated at start?
Bug:In Portal 2, this will cause the portal to appear at the world origin. [todo tested in ?]
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Inputs
- SetName
- Naming your portals is fun
- SetActivatedState <boolean >
- Set Activated
- Fizzle
- Fizzle and remove
- NewLocation <string >
- Sets this portals location and angles. This expects 6 floats with space delimiters, the format is 'x y z pitch yaw roll'
- Resize <string > (in all games since
)
- Changes the size of the portals. Note that portals only function if they are the same size, and the coloured border remains the same size and proportions.
Outputs
- OnPlacedSuccessfully
- Fired when portal spawns successfully