Difference between revisions of "Prop portal"

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m (Placement Rules for Portal 2)
m (Multiple prop_portal entities can be opened at the same moment)
 
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==Entity description==
 
==Entity description==
It is a prop representing one of the two portals.
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The entity that represents a portal, exactly like one fired from a {{ent|weapon_portalgun}}.
{{Warning|Bad placement of a prop_portal will cause the location of the portal to revert to the map's origin.}}
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{{note|In order for a prop_portal to link up to the player's portal gun, the portal pair ID must be set to 0.}}
{{Note|Portals will revert to the map's origin regardless of placement if set to start active.}}
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{{warning|Removing one through methods such as <code>Kill</code> may crash the game.}}
{{note|In order for a prop_portal to link up to the player's [[weapon_portalgun]] in Portal 2, the portal pair ID must be set to 0.}}
 
  
 
===Placement Rules for Portal 2===
 
===Placement Rules for Portal 2===
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{{Warning|In [[Portal 2]], bad placement of a prop_portal will cause the location of the portal to revert to the map's origin. The rules are as follows:}}
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*Must not start active.
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*Must be over a single brush. It will not open on the seam between multiple brushes even if all surfaces are portalable. (This differs from the portal gun.)
 
*Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. Use the yellow line in the 2D view and the blue line (Z-axis) in the 3D view as guides to help with this.
 
*Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. Use the yellow line in the 2D view and the blue line (Z-axis) in the 3D view as guides to help with this.
*0-8 units from the surface the portal is to be placed on.
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*Must be 0-8 units from the surface the portal is to be placed on.
*At least 57 units away from any adjacent surfaces on the top and bottom.
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*Must be at least 57 units away from any adjacent surfaces on the top and bottom.
*At least 32 units away from any adjacent surfaces on the sides.
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*Must be at least 32 units away from any adjacent surfaces on the sides.
 
 
In other words, if you could place a portal on the surface using a [[weapon_portalgun|portal gun]] (with or without a [[info_placement_helper|placement helper]]), then it should be OK to use a prop_portal on the surface.
 
  
 
==Keyvalues==
 
==Keyvalues==
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==External links==
 
==External links==
[http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=468 Example Map VMF]
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[http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=468 Example Map VMF]

Latest revision as of 22:14, 14 January 2019

[Portal] [Portal 2] prop_portal is a point entity available in the Portal series.

Entity description

The entity that represents a portal, exactly like one fired from a weapon_portalgun.

Note:In order for a prop_portal to link up to the player's portal gun, the portal pair ID must be set to 0.

Warning: Removing one through methods such as Kill may crash the game.

Placement Rules for Portal 2

Warning: In Portal 2, bad placement of a prop_portal will cause the location of the portal to revert to the map's origin. The rules are as follows:

  • Must not start active.
  • Must be over a single brush. It will not open on the seam between multiple brushes even if all surfaces are portalable. (This differs from the portal gun.)
  • Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. Use the yellow line in the 2D view and the blue line (Z-axis) in the 3D view as guides to help with this.
  • Must be 0-8 units from the surface the portal is to be placed on.
  • Must be at least 57 units away from any adjacent surfaces on the top and bottom.
  • Must be at least 32 units away from any adjacent surfaces on the sides.

Keyvalues

PortalTwo <boolean>
Is this portal an orange portal?
Activated <boolean>
Is this portal activated at start?
Bug: In Portal 2, this will cause the portal to appear at the world origin.
LinkageGroupID <integer>
Portal pair ID that it belongs to.

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.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
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

SetName
Naming your portals is fun
SetActivatedState  <boolean>
Set Activated
Fizzle
Fizzle and remove
NewLocation  <string>
Sets this portals location and angles. This expects 6 floats with space delimiters, the format is 'x y z pitch yaw roll'
Resize  <string> (New with Portal 2)
Changes the size of the portals. Note that portals only function if they are the same size, and the coloured border remains the same size and proportions.

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.

Outputs

OnPlacedSuccessfully
Fired when portal spawns successfully

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.

External links

Example Map VMF