Prop linked portal door
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Template:Portal2 point 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 prop_testchamber_door model.

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.
- 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.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Inputs
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.
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.