Difference between revisions of "Func portal detector"

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{{portal series brush|func_portal_detector}}
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{{portal series brush|func_portal_detector}} 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.}}
 
 
==Entity description==
 
A region that fires an output if a portal is placed in it.
 
  
 
==Keyvalues==
 
==Keyvalues==
{{KV|Portal pair ID that it detects|integer}}
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{{KV|Portal pair ID that it detects|integer|Portals are processed in numbered pairs. Check '''Starting Team''' on your [[weapon_portalgun]] for the correct number.}}
 
{{KV|Check all portals|boolean|Ignore the Group ID and check for all portals.|since=P2}}
 
{{KV|Check all portals|boolean|Ignore the Group ID and check for all portals.|since=P2}}
 
{{KV Targetname}}
 
{{KV Targetname}}
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==Outputs==
 
==Outputs==
{{IO|OnStartTouchPortal|since=P2}}
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{{IO|OnStartTouchPortal|since=P2|Fired when a portal touches the entity.}}
{{IO|OnEndTouchPortal|since=P2}}
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{{IO|OnStartTouchPortal1|Fired when portal 1 (blue) touches the entity.}}
{{IO|OnStartTouchPortal1|Fired when portal 1 (blue) is placed intersecting the portal detector.}}
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{{IO|OnStartTouchPortal2|Fired when portal 2 (orange) touches the entity.}}
{{IO|OnStartTouchPortal2|Fired when portal 2 (orange) is placed intersecting the portal detector.}}
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{{IO|OnStartTouchLinkedPortal|Fired when a linked portal touches the entity.}}
{{IO|OnStartTouchLinkedPortal|Fired when linked portal is placed intersecting the portal detector.}}
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{{IO|OnStartTouchBothLinkedPortals|Fired when both portals of a pair touch the entity.}}
{{IO|OnStartTouchBothLinkedPortals|Fired when both of a pair of portals is placed intersecting the portal detector.}}
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{{IO|OnEndTouchPortal|since=P2|Fired when a portal moves away from the entity.}}
{{IO|OnEndTouchPortal1|since=P2}}
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{{IO|OnEndTouchPortal1|since=P2|Fired when portal 1 (blue) moves away from the entity.}}
{{IO|OnEndTouchPortal2|since=P2}}
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{{IO|OnEndTouchPortal2|since=P2|Fired when portal 2 (orange) moves away from the entity.}}
{{IO|OnEndTouchLinkedPortal|since=P2|Fired when a linked portal intersecting the portal detector ceases to intersect the detector, or is no longer linked.}}
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{{IO|OnEndTouchLinkedPortal|since=P2|Fired when a linked portal moves away from the entity, or is no longer linked.}}
{{bug|If the player walks through a portal cleanser, this output does not fire.}}
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{{Note|If the player walks through a portal cleanser (thus removing portals) this output does not fire.}}
{{IO|OnEndTouchBothLinkedPortals|since=P2}}
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{{IO|OnEndTouchBothLinkedPortals|since=P2|Fired when both portals of a pair first touch the entity (<code>OnStartTouchBothLinkedPortals</code>), and then are moved away from it.}}
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{{Note|If the player walks through a portal cleanser (thus removing portals) this output does not fire.}}
 
{{O Targetname}}
 
{{O Targetname}}

Latest revision as of 19:10, 30 May 2018

[Portal] [Portal 2] func_portal_detector is a brush entity available in the 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

Portal pair ID that it detects <integer>
Portals are processed in numbered pairs. Check Starting Team on your weapon_portalgun for the correct number.
Check all portals <boolean> (New with Portal 2)
Ignore the Group ID and check for all portals.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

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.

Flags

  • 1 : Start inactive

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.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

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.

Outputs

OnStartTouchPortal  (New with Portal 2)
Fired when a portal touches the entity.
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.
OnEndTouchPortal  (New with Portal 2)
Fired when a portal moves away from the entity.
OnEndTouchPortal1  (New with Portal 2)
Fired when portal 1 (blue) moves away from the entity.
OnEndTouchPortal2  (New with Portal 2)
Fired when portal 2 (orange) moves away from the entity.
OnEndTouchLinkedPortal  (New with Portal 2)
Fired when a linked portal moves away from the entity, or is no longer linked.
Note:If the player walks through a portal cleanser (thus removing portals) this output does not fire.
OnEndTouchBothLinkedPortals  (New with Portal 2)
Fired when both portals of a pair first touch the entity (OnStartTouchBothLinkedPortals), and then are moved away from it.
Note:If the player walks through a portal cleanser (thus removing portals) this output does not fire.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.