Func portal orientation: Difference between revisions
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Bug:
Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones. [todo tested in ?]
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{{portal series brush|func_portal_orientation}} It adjusts a portal's rotation to match a specified angle. The " | {{portal series brush|func_portal_orientation}} It adjusts a portal's rotation to match a specified angle. The "front" of the portal points in the specified direction. | ||
{{bug|{{portal2}} Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.}} | {{bug|{{portal2}} Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.}} | ||
:{{workaround|Since it still works when first enabled, a {{ent|logic_playerproxy}} can be used to fire an <code>Enable</code> input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, {{ent|func_portal_bumper}}s should be used to prevent this.}} | :{{workaround|Since it still works when first enabled, a {{ent|logic_playerproxy}} can be used to fire an <code>Enable</code> input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, {{ent|func_portal_bumper}}s should be used to prevent this.}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV|Angles to face|intn=AnglesToFace|angle|The | {{KV|Angles to face|intn=AnglesToFace|angle|The angles to rotate portals to.{{tip|An easy way to figure out what to set this to is to place a {{ent|prop_portal}}, rotate it to the desired orientation, then look at its angles.}}}} | ||
{{KV|Match linked angles.|intn=MatchLinkedAngles|boolean|If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner.}} | {{KV|Match linked angles.|intn=MatchLinkedAngles|boolean|If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner that is on a surface with the same orientation. {{todo|Seems to be broken in P1? It does work in P2 if the workaround is used.}}}} | ||
{{KV BaseEntity|l4d2=1}} | |||
{{KV | |||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
== Inputs == | == Inputs == | ||
{{I | {{I BaseEntity|l4d2=1|portal2=1}} | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
== Outputs == | == Outputs == | ||
{{O | {{O BaseEntity}} |
Revision as of 13:35, 26 April 2021
Template:Portal series brush It adjusts a portal's rotation to match a specified angle. The "front" of the portal points in the specified direction.


Workaround:Since it still works when first enabled, a logic_playerproxy can be used to fire an
Enable
input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, func_portal_bumpers should be used to prevent this.
Keyvalues
- Angles to face (AnglesToFace) <angle>
- The angles to rotate portals to.
Tip:An easy way to figure out what to set this to is to place a prop_portal, rotate it to the desired orientation, then look at its angles.
- Match linked angles. (MatchLinkedAngles) <boolean>
- If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner that is on a surface with the same orientation. Todo: Seems to be broken in P1? It does work in P2 if the workaround is used.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.