Func portalled
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Entity description
It fires outputs when an entity teleports through a portal in its volume.
Keyvalues
- Fire On Departure ([todo internal name (i)]) <boolean>
- Fire
OnEntityPrePortalled
when the entity is entering this portal.
- Fire On Arrival ([todo internal name (i)]) <boolean>
- Fire
OnEntityPostPortalled
when the entity is exiting this portal.Note:Having Fire On Departure and Fire On Arrival both set to No limits this entity to only have abilities identical to func_portal_detector.
- Player ([todo internal name (i)]) <boolean>
- Fire when a player has portalled.
Confirm:this entity seems to detect players only?
- Portal pair ID that it detects ([todo internal name (i)]) <integer>
- Portals are processed in numbered pairs. Check Starting Team on your weapon_portalgun for the correct number.
- Check all portals ([todo internal name (i)]) <boolean> (in all games since
)
- Ignore the Group ID and check for all portals.
- 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
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Flags
- 1 : Start inactive
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Toggle:
- Toggle
- Toggle the enabled/disabled status of this entity.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
- OnStartTouchPortal (in all games since
)
- Fired when a portal touches the entity.
- OnStartTouchPortal1
- Fired when portal 1 (blue) touches the entity.
- OnStartTouchPortal2
- Fired when portal 2 (orange) touches the entity.
- OnStartTouchLinkedPortal
- Fired when a linked portal touches the entity.
- OnStartTouchBothLinkedPortals
- Fired when both portals of a pair touch the entity.
- OnEndTouchPortal (in all games since
)
- Fired when a portal moves away from the entity.
- OnEndTouchPortal1 (in all games since
)
- Fired when portal 1 (blue) moves away from the entity.
- OnEndTouchPortal2 (in all games since
)
- Fired when portal 2 (orange) moves away from the entity.
- OnEndTouchLinkedPortal (in all games since
)
- Fired when a linked portal moves away from the entity, or is no longer linked.

- OnEndTouchBothLinkedPortals (in all games since
)
- Fired when both portals of a pair first touch the entity (
OnStartTouchBothLinkedPortals
), and then are moved away from it.

- OnEntityPrePortalled
- Fires a portal is crossed. Fires at the same time as
OnEntityPostPortalled
but this one is processed by the engine first.Note:This will fire twice if both portals are touching the entity.
- OnEntityPostPortalled
- Fires a portal is crossed. Fires at the same time as
OnEntityPrePortalled
but this one is processed by the engine last.Note:This will fire twice if both portals are touching the entity.