Prop linked portal door: Difference between revisions
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Note:On spawn, the door will automatically shift itself up to 12 units forward or up to 24 units backward to attach to a surface.
Note:Due to the outdated model (which breaks if overridden using VScript) and positional quirks, it is recommended to instead use a prop_testchamber_door and a linked_portal_door.
(Properly document position shift behavior, remove entity description header, use base entity templates) |
Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{ModernNote| → {{note| (2)) |
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{{entity|type=e0|game=Portal 2|prop_linked_portal_door}} It is a door which is linked by a portal to another ''prop_linked_portal_door'' entity. It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design). | {{entity|type=e0|game=Portal 2|prop_linked_portal_door}} It is a door which is linked by a portal to another ''prop_linked_portal_door'' entity. It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design). | ||
{{ | {{note|On spawn, the door will automatically shift itself up to 12 units forward or up to 24 units backward to attach to a surface.}} | ||
:{{ModernBug|If no surface is found, it will always shift the full 24 units backward!}} | :{{ModernBug|If no surface is found, it will always shift the full 24 units backward!}} | ||
{{ | {{note|Due to the outdated model (which breaks if overridden using VScript) and positional quirks, it is recommended to instead use a {{ent|prop_testchamber_door}} and a {{ent|linked_portal_door}}.}} | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 00:41, 4 January 2024


Template:Entity It is a door which is linked by a portal to another prop_linked_portal_door entity. It behaves similarly to a linked_portal_door, but is accompanied by a test chamber door model (using an outdated design).


Keyvalues
- Lighting Origin ([todo internal name (i)]) <targetname>
- Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
LinkedPortalDoor:
- Linked Partner (partnername) <targetname>
- Another 'linked_portal_door' entity which will link to this one.
Inputs
LinkedPortalDoor:
- SetPartner <string >
- Set a new partner door.
- Open
- Open the door and cause the portal to activate.
- Close
- Close the door and cause the portal to deactivate.
Outputs
- OnFullyOpen
- Called when the door has finished its open animation.
- OnFullyClosed
- Called when the door has finished its close animation.
LinkedPortalDoor:
- OnOpen
- Called when the door has started its open animation.
- OnClose
- Called when the door has started its close animation.
- OnEntityTeleportFromMe
- Called when an entity enters this linked portal.
- OnPlayerTeleportFromMe
- Called when the player enters this linked portal.
- OnEntityTeleportToMe
- Called when an entity exits this linked portal.
- OnPlayerTeleportToMe
- Called when the player exits this linked portal.