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 0.
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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.}} | {{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|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 | {{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 0.}} | ||
===Placement Rules for Portal 2=== | ===Placement Rules for Portal 2=== | ||
*Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. | |||
*1-8 units from the surface the portal is to be placed on. | *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. | *At least 57 units away from any adjacent surfaces on the top and bottom. | ||
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{{IO|OnPlacedSuccessfully|Fired when portal spawns successfully}} | {{IO|OnPlacedSuccessfully|Fired when portal spawns successfully}} | ||
{{O Targetname}} | {{O Targetname}} | ||
==External links== | |||
[http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=468 Example Map VMF] |
Revision as of 18:53, 5 April 2012
Template:Portal series point It is a prop representing one of the two portals.



Placement Rules for Portal 2
- Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on.
- 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