Prop linked portal door: Difference between revisions
Jump to navigation
Jump to search

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Note:Due to the outdated model (which breaks if overridden using VScript) and positional quirks, it is recommended to instead use a prop_testchamber_door and a linked_portal_door.
Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{ModernBug → {{bug) |
Thunder4ik (talk | contribs) m (→top: Unicodifying, replaced: {{language subpage → {{langsp) |
||
Line 1: | Line 1: | ||
<!-- When this page is updated to {{langsp}} or {{ | <!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|select=1|1=Prop linked portal door}}[[File:Prop_linked_portal_door_example.jpg|thumb|250px|Example of a linked prop portal: the door connects to a room of the same size with white tiles.]] | ||
{{this is a|name=prop_linked_portal_door|game=Portal 2|e0}} 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 It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design). | {{this is a|name=prop_linked_portal_door|game=Portal 2|e0}} 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 It behaves similarly to a {{ent|linked_portal_door}}, but is accompanied by a test chamber door model (using an outdated design). |
Revision as of 12:09, 8 January 2024


prop_linked_portal_door
is an e0 available in Portal 2. 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 It behaves similarly to a linked_portal_door, but is accompanied by a test chamber door model (using an outdated design).

Bug:If no surface is found, it will always shift the full 24 units backward! [todo tested in ?]

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.