Trigger portal cleanser: Difference between revisions
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Tip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver or fire the
Tip:In Portal, use trigger_physics_trap to dissolve entities without affecting portal placement.
Note:In Portal, entities being dissolved by env_entity_dissolver or trigger_physics_trap are solid and don't float, unlike entities dissolved by trigger_portal_cleanser.
(Dying inside the entity no longer causes a crash in Source 2013) |
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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. | ||
{{Bug|In [[Portal]], the player's corpse is visibly dissolved when dying inside this entity. In versions of Source prior to Source 2013, this would crash the game.}} | {{Bug|In [[Portal]], the player's T-posed corpse is visibly dissolved when dying inside this entity. In versions of Source prior to Source 2013, this would crash the game.}} | ||
{{Tip|To directly apply the dissolve effect to a specific entity, use [[env_entity_dissolver]] or fire the <code>SilentDissolve</code> input.}} | {{Tip|To directly apply the dissolve effect to a specific entity, use [[env_entity_dissolver]] or fire the <code>SilentDissolve</code> input.}} | ||
{{Tip|In [[Portal]], use [[trigger_physics_trap]] to dissolve entities without affecting portal placement.}} | |||
{{note|In [[Portal]], entities being dissolved by [[env_entity_dissolver]] or [[trigger_physics_trap]] are solid and don't float, unlike entities dissolved by trigger_portal_cleanser.}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 17:07, 7 September 2019
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.

SilentDissolve
input.

Keyvalues
- Visible ([todo internal name (i)]) <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 ([todo internal name (i)]) <boolean> (in all games since
)
- 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
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
|
Flags
|
Inputs
- FizzleTouchingPortals (in all games since
)
- Cause any portals in our volume to immediately fizzle.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
|
Outputs
- OnDissolve
- Fired whenever an entity is dissolved by the trigger.
- OnDissolveBox
- Fired when a box is dissolved by the trigger.
Note:In order for this output to fire, the object it dissolves must have the targetname
box
.
- OnFizzle
- Fired whenever portals are fizzled by the trigger.
|