func_portal_detector
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January 2024
January 2024
Class hierarchy |
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func_portal_detector
is a brush entity available in Portal (series). It defines a region that fires an output if a portal is placed in it.
Warning:This entity may misbehave when it or the surfaces intersecting it are moving.
Keyvalues
- Name
(targetname)
<string> - 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
- Portal pair ID that it detects
(LinkageGroupID)
<integer> - Portals are processed in numbered pairs. Check Starting Team on your weapon_portalgun for the correct number.
- Check all portals
(CheckAllIDs)
<boolean> (in all games since ) - Ignore the Group ID and check for all portals.
Flags
Start inactive : [1]
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.
Outputs
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.
OnEndTouchLinkedPortal
(in all games since )- Fired when a linked portal moves away from the entity, or is no longer linked.
- Bug:If the player walks through a portal cleanser (thus removing portals) this output does not fire. [todo tested in?]
OnEndTouchBothLinkedPortals
(in all games since )- Fired when both portals of a pair first touch the entity (
OnStartTouchBothLinkedPortals
), and then are moved away from it. - Bug:If the player walks through a portal cleanser (thus removing portals) this output does not fire. [todo tested in?]