Prop testchamber door: Difference between revisions
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{{this is a| | {{this is a|model entity|name=prop_testchamber_door|game=Portal 2}} A test chamber door entity. Essentially a [[prop_dynamic]] with more io, preset model, and less keyvalues. | ||
[[File:Test_door1.png|200px|thumb|right|Testchamber Door]] | |||
A test chamber door entity. Essentially a [[prop_dynamic]] with more io, preset model, and less keyvalues. | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV | |||
{{KV|Area Portal Window Name|target_destination|The name of an area portal window that is controlled by the door.}} | {{KV|Area Portal Window Name|target_destination|The name of an area portal window that is controlled by the door.}} | ||
{{KV|Fade Area Portal?|boolean|If the area portal should use the specified fade distances to fade out.}} | {{KV|Fade Area Portal?|boolean|If the area portal should use the specified fade distances to fade out.}} | ||
{{KV|Fade Start Distance|float|The distance at which the area portal starts fading out.}} | {{KV|Fade Start Distance|float|The distance at which the area portal starts fading out.}} | ||
{{KV|Fade End Distance|float|The distance at which the area portal turns completely opaque.}} | {{KV|Fade End Distance|float|The distance at which the area portal turns completely opaque.}} | ||
{{KV| | {{expand|title=Only {{P2CE}}| | ||
{{KV | {{KV|intn=open|Start Open|boolean|If set, the door starts in the open state.|only={{P2CE}}}} | ||
{{KV|intn=locked|Start Locked|boolean|If set, the door starts locked and can no longer change open or closed state.|only={{P2CE}}}} | |||
}} | |||
==Inputs== | == Inputs == | ||
{{I|Open|Open the door and cause the portal to activate.}} | {{I|Open|Open the door and cause the portal to activate.}} | ||
{{I|Close|Close the door and cause the portal to deactivate.}} | {{I|Close|Close the door and cause the portal to deactivate.}} | ||
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{{I|Lock|Locking a door will prevent the Open or Close inputs from doing anything.}} | {{I|Lock|Locking a door will prevent the Open or Close inputs from doing anything.}} | ||
{{I|Unlock|If locked, unocking a door will allow the Open or Close inputs to function.}} | {{I|Unlock|If locked, unocking a door will allow the Open or Close inputs to function.}} | ||
==Outputs== | == Outputs == | ||
{{O|OnOpen|Called when the door has started its open animation.}} | {{O|OnOpen|Called when the door has started its open animation.}} | ||
{{O|OnClose|Called when the door has started its close animation.}} | {{O|OnClose|Called when the door has started its close animation.}} | ||
{{O|OnFullyOpen|Called when the door has finished its open animation.}} | {{O|OnFullyOpen|Called when the door has finished its open animation.}} | ||
{{O|OnFullyClosed|Called when the door has finished its close animation.}} | {{O|OnFullyClosed|Called when the door has finished its close animation.}} | ||
[[Category:Prop entities|testchamber door]] | [[Category:Prop entities|testchamber door]] |
Revision as of 02:33, 6 June 2025
prop_testchamber_door
is a model entity available in Portal 2. A test chamber door entity. Essentially a prop_dynamic with more io, preset model, and less keyvalues.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Area Portal Window Name ([todo internal name (i)]) <targetname>
- The name of an area portal window that is controlled by the door.
- Fade Area Portal? ([todo internal name (i)]) <boolean>
- If the area portal should use the specified fade distances to fade out.
- Fade Start Distance ([todo internal name (i)]) <float>
- The distance at which the area portal starts fading out.
- Fade End Distance ([todo internal name (i)]) <float>
- The distance at which the area portal turns completely opaque.
|
Inputs
- Open
- Open the door and cause the portal to activate.
- Close
- Close the door and cause the portal to deactivate.
- LockOpen
- Opens the door and locks it.
- Lock
- Locking a door will prevent the Open or Close inputs from doing anything.
- Unlock
- If locked, unocking a door will allow the Open or Close inputs to function.
Outputs
- OnOpen
- Called when the door has started its open animation.
- OnClose
- Called when the door has started its close animation.
- OnFullyOpen
- Called when the door has finished its open animation.
- OnFullyClosed
- Called when the door has finished its close animation.