trigger_portal is an brush entity in the Source base code. It moves touched entity to a target location, changing the model's orientation to match the exit target. It differs from trigger_teleport in that it "reorients physics" and (probably) preserves velocity.
trigger_portal.cppbefore building the project, or by adding the file within Visual Studio after building the project.
@SolidClass base(Trigger, Angles) = trigger_portal : "A trigger volume which teleports touched entities and reorients their physics." [ RemotePortal(target_destination) : "Remote Portal" : : "The trigger_portal linked to this entity. Entities that touch this entity will be teleported to the Remote Portal." //Inputs input SetRemotePortal(string) : "Set the remote portal to the specified trigger_portal." ]
Line 278 and 302:
SetContextThink( &CTriggerPortal::DisabledThink, gpGlobals->curtime + 0.1, TRIGGER_DISABLED_THINK );
- Remote Portal
- The trigger_portal linked to this entity. Entities that touch this entity will be teleported to the Remote Portal.
- Filter Name
- A filter entity to test potential activators against.
- Minimum Bounding Box Size
- Starting at the brush's origin, mark the maximum bounding box's corner as this far away. Requires
maxsif used so the other side of the box isn't empty.
- Maximum Bounding Box Size
- Starting at the brush's origin, mark the minimum bounding box's corner as this far away. Requires
minsif used so the other side of the box isn't empty.
- Note: To translate a brush's size in Hammer to these keys, first divide the size value shown in Hammer by 2. Then, apply the result to the
maxskey, and invert the number (Multiply / Divide by -1) and apply it for the
- Note: If collisions is already set, it must be set back to Bounding Box (solid 2).
- Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD Bug: In , if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities) !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Model Index
- Given the number index from dumping the
cl_precacheinfo modelprecachetable, sets entity model to of the index.Warning: If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- 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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note: While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.
- Pitch Yaw Roll (X Y Z)
- 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.Note: This works on brush entities, although Hammer doesn't show the new angles.
- Response Contexts
- Pre-defined response system contexts; Format is
key:value,key:value,...and so on. Can also be filtered for or against.
- The classname defines the type of entity. Classnames can be changed using
AddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as the
ent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.
- Start Disabled
- Stay dormant until activated (with the
- Pitch Yaw Roll (Y Z X)
- 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.
1] : Clients
2] : NPCs
4] : Pushables
8] : Physics Objects
16] : Only player ally NPCs
32] : Only clients in vehicles
64] : Everything (not including physics debris)
512] : Only clients *not* in vehicles
1024] : Physics debris
2048] : Only NPCs in vehicles (respects player ally flag)
4096] : Disallow Bots
4096] : Correctly account for object mass (
trigger_pushused to assume 100Kg) and multiple component physics objects (car, blob...)
- Set the remote portal to the specified trigger_portal.
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- Behave as if the !caller entity had just exited the trigger volume.
- Disables this trigger and calls EndTouch on all currently-touching entities.
- Toggles this trigger between enabled and disabled states.
- Enable/disable this entity from performing its task. It might also disappear from view.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- 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.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (activator is the exiting entity)
- Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (activator is the last exiting entity)
- Fired when the
TouchTestinput is called.
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (activator is the toucher)
- Fired whenever the trigger is activated. (activator is the activator)
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.