Func portal orientation: Difference between revisions

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{{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.
{{portal|title=func_portal_orientation}}
{{entity|func_portal_orientation|type=e2|series=Portal}} 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.}}

Revision as of 08:43, 24 January 2023

Portal Template:Entity It adjusts a portal's rotation to match a specified angle. The "front" of the portal points in the specified direction.

Icon-Bug.pngBug:Portal 2 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 ?]
PlacementTip.pngWorkaround: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.pngTip: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 theEnableinput).

Inputs

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs