Trigger portal cleanser: Difference between revisions

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(Mention env_entity_dissolver can be used also, and describe P2 keyvalues.)
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{{portal series brush|trigger_portal_cleanser}} 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.
{{portal series brush|trigger_portal_cleanser}} 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.
{{Warning|In [[Portal]], if a player dies inside this entity, even if they are filtered out of it, the game will crash!}}
{{Warning|In [[Portal]], if a player dies inside this entity, even if they are filtered out of it, the game will crash!}}
{{Tip|To directly apply the dissolve effect to a specific entity, use [[env_entity_dissolver]].}}


== Keyvalues ==
== Keyvalues ==
{{KV|Visible|boolean|If the fizzler is visible.|since=P2}}
{{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|Use Scanline|boolean|If the field uses a scanline. |since=P2}}
{{KV|Use Scanline|boolean|If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.|since=P2}}
{{KV Reflection}}
{{KV Reflection}}
{{KV Trigger}}
{{KV Trigger}}

Revision as of 04:08, 30 March 2018

Template:Portal series brush It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.

Warning.pngWarning:In Portal, if a player dies inside this entity, even if they are filtered out of it, the game will crash!
Tip.pngTip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver.

Keyvalues

Visible ([todo internal name (i)]) <boolean> (in all games since Portal 2)
If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
Use Scanline ([todo internal name (i)]) <boolean> (in all games since Portal 2)
If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

BaseTrigger
Everything (not including physics debris) : [64]
Clients (Survivors, Special Infected, Tanks Left 4 Dead seriesLeft 4 Dead series) : [1]
Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]
NPCs (Common Infected, Witches Left 4 Dead seriesLeft 4 Dead series) : [2]
Only player ally NPCs : [16]
Only NPCs in vehicles (respects player ally flag) : [2048]
Physics Objects (not including physics debris) : [8]
Physics debris (include also physics debris) : [1024]
Pushables (Passes entities with classname func_pushable) : [4] Obsolete
Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.

Inputs

FizzleTouchingPortals  (in all games since Portal 2)
Cause any portals in our volume to immediately fizzle.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
Icon-Bug.pngBug:Sleeping prop_physics will never fire "OnTouching". Also applies to entities using prop_physics as base.  (tested in: Half-Life 2)
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Source 2013 MultiplayerTeam Fortress 2 branch)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

OnDissolve
Fired whenever an entity is dissolved by the trigger.
OnDissolveBox
Fired when a box is dissolved by the trigger.
Note.pngNote:in order for this output to fire, the object it dissolves must have the world model "models/props/metal_box.mdl"
OnFizzle
Fired whenever portals are fizzled by the trigger.
BaseTrigger
OnStartTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger.
OnStartTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
!activator = entity that caused this output
!caller = this entity
Fired when a valid entity stops touching this trigger.
Note.pngNote:Will also fire for entities touching it when trigger is disabled via Disable input
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances[How?] where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
OnEndTouchAll
!activator = entity that caused this output
!caller = this entity
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
!activator = !caller = this entity
Fired if nothing is currently touching this trigger when TouchTest is fired.

See also