Prop linked portal door

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Revision as of 04:48, 2 June 2012 by Nacimota (talk | contribs) (reorganized keyvalues)
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Example of a linked prop portal: the door connects to a room of the same size with white tiles.

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.

Icon-Bug.pngBug:The position of the door in Hammer isn't exactly the same as in-game; it is shifted by approximately 24 units towards to the facing direction.  [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.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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 <stringRedirectInput/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.

See also