Difference between revisions of "Func portal orientation"

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(Apparently there's a workaround template)
(slight correction)
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{{portal series brush|func_portal_orientation}} It adjusts a portal's rotation to match a specified angle. The "bottom" of the portal points in the specified direction.
 
{{portal series brush|func_portal_orientation}} It adjusts a portal's rotation to match a specified angle. The "bottom" of the portal points in the specified direction.
 
{{bug|{{portal2}} Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.}}
 
{{bug|{{portal2}} Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.}}
:{{workaround|Since it still works when first enabled, a {{ent|logic_playerproxy}} can be used to fire an <code>Enable</code> input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of the entity, {{ent|func_portal_bumper}}s should be used to prevent this.}}
+
:{{workaround|Since it still works when first enabled, a {{ent|logic_playerproxy}} can be used to fire an <code>Enable</code> input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, {{ent|func_portal_bumper}}s should be used to prevent this.}}
  
 
== Keyvalues ==
 
== Keyvalues ==

Revision as of 21:30, 25 April 2021

Portal Portal 2 func_portal_orientation is a brush entity available in the Portal series. It adjusts a portal's rotation to match a specified angle. The "bottom" of the portal points in the specified direction.

Bug.png Bug: Portal 2 Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones.
Placementtip.gif Workaround: Since it still works when first enabled, a logic_playerproxy can be used to fire an Enable input to the entity every time a portal is placed, which will orient the portals correctly. This can result in some odd behavior when placing portals near the edge of surfaces within the volume, func_portal_bumpers should be used to prevent this.

Keyvalues

Angles to face (AnglesToFace) <angle>
The 'floor' of the portal pair linkage will be in this direction.
Match linked angles. (MatchLinkedAngles) <boolean>
If set, portals placed in this volume will have their angles match their linked portals. This only works for floor or ceiling portals with a currently linked partner.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since 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 (thinkfunction) <string> (in all games since 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.png 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.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Inputs

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since 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> (in all games since 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.png 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.png 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> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since 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> (in all games since 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.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

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 Left 4 Dead Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.