trigger_portal_cleanser

From Valve Developer Community
Jump to: navigation, search
English (en)Translate (Translate)

trigger_portal_cleanser is a brush entity available in Portal (series) Portal (series). It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.

Class hierarchy
CTriggerPortalCleanser
CBaseTrigger
CBaseToggle
CBaseEntity
Icon-Bug.pngBug:(in Portal Portal), dying while inside a fizzler will cause the player's T-posed corpse to be visibly dissolved, or may crash the game.  [todo tested in?]
Icon-Bug.pngBug:Portal shot blocking is based on the entity's bounding box, causing diagonal or concave cleansers to block portal shots in cases where they seemingly shouldn't. Portal and object fizzling works as expected.  [todo tested in?]
Icon-Bug.pngBug:(in Portal Portal), any prop_physics entity that has an alternate body group active will have it reset to the default one when fizzled by this entity.  [todo tested in?]
Tip.pngTip:To directly apply the dissolve effect to a specific entity, use env_entity_dissolver, or for cubes fire the Dissolve input.
Tip.pngTip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
Note.pngNote:Entities being dissolved by env_entity_dissolver or trigger_physics_trap don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.

Keyvalues

Visible ([todo internal name (i)]) <boolean> (in all games since Portal 2)
If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
Use Scanline ([todo internal name (i)]) <boolean> (in all games since Portal 2)
If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Flags

BaseTrigger

Everything (not including physics debris) : [64]

Clients (Survivors, Special Infected, Tanks Left 4 Dead series) : [1]

Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]

NPCs (Common Infected, Witches Left 4 Dead series) : [2]

Only player ally NPCs : [16]
Only NPCs in vehicles (respects player ally flag) : [2048]

Physics Objects (not including physics debris) : [8]

Physics debris (include also physics debris) : [1024]

Pushables (Passes entities with classname func_pushable) : [4] Obsolete

Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.


Inputs

FizzleTouchingPortals  (in all games since Portal 2)
Cause any portals in our volume to immediately fizzle.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Team Fortress 2Source 2013 Multiplayer)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

OnDissolve
Fired whenever an entity is dissolved by the trigger.
OnDissolveBox
Fired whenever an entity named box is dissolved by the trigger.
OnFizzle
Fired whenever portals are fizzled by the trigger.
OnPrimaryHit  (only in Portal 2: Community Edition)
Fired whenever the trigger has been hit by a primary shot from weapon_portalgun.
OnSecondaryHit  (only in Portal 2: Community Edition)
Fired whenever the trigger has been hit by a secondary shot from weapon_portalgun.
BaseTrigger
OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
Icon-Bug.pngBug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]


OnStartTouchAll
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
Icon-Bug.pngBug:Spamming crouch jump in a trigger can randomly fire OnEndTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.

See also