Trigger portal: Difference between revisions
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Note:This entity is unavailable in any Valve game, though it has been re-enabled in
Portal 2: Community Edition . Other mods using custom binaries can enable the entity by editing
Bug:The code for this entity will not compile on its own. See below for how to fix it. [todo tested in ?]
(It needs an orientation to work properly.) |
(This is available in P2CE) |
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Line 1: | Line 1: | ||
{{ent not in fgd}} | {{ent not in fgd}} | ||
'''trigger_portal''' is an [[brush entity]] in the Source base code. It moves touched entity to a target location, changing the model's orientation to match the exit target. It differs from [[trigger_teleport]] in that it "reorients physics" and (probably) preserves velocity. | '''trigger_portal''' is an [[brush entity]] in the Source base code. It moves touched entity to a target location, changing the model's orientation to match the exit target. It differs from [[trigger_teleport]] in that it "reorients physics" and (probably) preserves velocity. | ||
{{note|This entity is unavailable in any | {{note|This entity is unavailable in any Valve game, though it has been re-enabled in {{game link|Portal 2: Community Edition}}. Other mods using custom binaries can enable the entity by editing <code>server_base.vpc</code> to include <code>trigger_portal.cpp</code> before building the project, or by adding the file within Visual Studio after building the project.}} | ||
{{bug|The code for this entity will not compile on its own. See below for how to fix it.}} | {{bug|The code for this entity will not compile on its own. See below for how to fix it.}} | ||
Revision as of 20:36, 7 August 2020
trigger_portal is an brush entity in the Source base code. It moves touched entity to a target location, changing the model's orientation to match the exit target. It differs from trigger_teleport in that it "reorients physics" and (probably) preserves velocity.


server_base.vpc
to include trigger_portal.cpp
before building the project, or by adding the file within Visual Studio after building the project.
FGD Code
@SolidClass base(Trigger, Angles) = trigger_portal : "A trigger volume which teleports touched entities and reorients their physics." [ RemotePortal(target_destination) : "Remote Portal" : : "The trigger_portal linked to this entity. Entities that touch this entity will be teleported to the Remote Portal." //Inputs input SetRemotePortal(string) : "Set the remote portal to the specified trigger_portal." ]
Code Fix
Line 278 and 302:
SetContextThink( &CTriggerPortal::DisabledThink, gpGlobals->curtime + 0.1, TRIGGER_DISABLED_THINK );
Keyvalues
- Remote Portal ([todo internal name (i)]) <targetname>
- The trigger_portal linked to this entity. Entities that touch this entity will be teleported to the Remote Portal.
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- 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.
Flags
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Inputs
- SetRemotePortal <string >
- Set the remote portal to the specified trigger_portal.
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Outputs
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