Linked portal door
Template:Portal2 point It is a square portal that leads seamlessly to another linked_portal_door. The player can shoot the portal gun through it.

Usage
This entity is used in Chapter 9, in the Chamber 75 Death Trap with 6 defective turrets aiming directly at you. The room is actually completely separate from its supposed surroundings. It is the only use of this entity in the final version of the game, though commentary states that it was often used during the development of the title to link chambers together.
- ...tweaks to existing levels. When we started the project making any big structural change in a level or the order of levels would lead to hours or even days of busy work trying to reconnect things and make sure they lined up again. If we ever wanted to ship something the size of Portal with the finely tuned balance we desired then we needed a way to be able to make big changes to the layout of the game without paying the cost of making everything line up again. We needed a way to bend space. We needed to think with portals. Using portals to connect different areas in the world we could make any type of impossible space work out. You could look through a hallway into the next room but the hallway might be on the other side of the map and the room you are looking into might be in a completely different orientation. We could seamlessly insert an elevator, a huge expansive vista, a room that was bigger on the inside than the outside, or even create an infinite fall by connecting a shaft back into itself. Soon every connection between any space was a portal. We would even switch them on the fly. Even a simple door worked like the cartoons - just a facade painted on a wall that seamlessly opened somewhere else entirely. Once the game settled down we were able to finalize our path and remove all of the world portals. There's only one impossible space left in the whole game - see if you can figure out where it is.
-Eric Tams in the Portal 2 Developer Commentary.
The linked_portal_door is represented in hammer by a three axis marker when selected. The red axis is normal to the surface of the portal, the green axis is the width, and the blue axis is the height.
Keyvalues
- Width ([todo internal name (i)]) <integer>
- 1/2 width of the desired portal. Must be less than 1024, and match the corresponding property of the partner.
- Height ([todo internal name (i)]) <integer>
- 1/2 height of the desired portal. Must be less than 1024, and match the corresponding property of the partner.
- Start Active ([todo internal name (i)]) <boolean>
- Whether to start the linkage as active from the start.
Note:(As of DLC1) This will create a logic_auto entity somewhere in your map. The engine will try to tell you that the logic_auto has invalid i/o. You can safely ignore this.
- 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
- 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
- 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.
- 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
- 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.