trigger_portal_cleanser
trigger_portal_cleanser
is a brush entity available in the 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.



Dissolve
input.

Contents
Keyvalues
- Visible
<boolean>
(in all games since)
- If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
- Use Scanline
<boolean>
(in all games since)
- If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.
Reflection:
- Render in Fast Reflections (drawinfastreflection)
<boolean>
(in all games since)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
TriggerOnce:
- Filter Name
<filter>
- A filter entity to test potential activators against.
Brush:
- Minimum Bounding Box Size
(mins)
<vector>
!FGD - Co-ordinate of the minimum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.
- Maximum Bounding Box Size
(maxs)
<vector>
!FGD - Co-ordinate of the maximum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.
- Collisions
(solid)
<choices>
!FGD - Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics)
- 2: Bounding Box
- 3: Oriented Bounding Box
- 4: Oriented Bounding Box, constrained to Yaw only
- 5: Custom/Test
- 6: VPhysics
Base:
- Classname
(classname)
<string>
- The classname defines the type of entity. Classnames can be changed using
AddOutput
, which will influence how the engine deals with the entity in certain circumstances. - Name
(targetname)
<string>
- The name that other entities refer to this entity by.
- Global Entity Name
(globalname)
<string>
- 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.
- 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. 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_constraint
can be used as a workaround to parenting. - Origin (X Y Z)
(origin)
<coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
(angles)
<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.
Note: This works on brush entities, although Hammer doesn't show the new angles.
- Flags
(spawnflags)
<integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
(ResponseContext)
<string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
. Contexts may be filtered. - Effects
(effects)
<integer>
!FGD - Combination of effect flags to use.
- Local Time
(ltime)
<float>
!FGD - The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
(nextthink)
<float>
!FGD - Amount of time before the entity thinks again.
- Hammer ID
(hammerid)
<integer>
!FGD - The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue
. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
EnableDisable:
- Start Disabled (StartDisabled)
<boolean>
- Stay dormant until activated (probably with the
Enable
input).
Flags
TriggerOnce:
- [
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_push
used to assume 100Kg) and multiple component physics objects (car, blob...) (in all games since)
Inputs
Reflection:
DisableDrawInFastReflection
(in all games since)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material. EnableDrawInFastReflection
(in all games since)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Trigger:
TouchTest
(in all games since)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch
(in all games since) !FGD
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch
(in all games since) !FGD
- Behave as if the !caller entity had just exited the trigger volume.
DisableAndEndTouch
(only in)
- Disables this trigger and calls EndTouch on all currently-touching entities.
TriggerOnce:
Toggle
- Toggles this trigger between enabled and disabled states.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Base:
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 thanKill
. 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.
AddOutput
<string>
- Evaluates a keyvalue/output on this entity.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- 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. DispatchEffect
<string>
(removed in) !FGD
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since
.
DispatchResponse
<string>
!FGD- Dispatches a response to the entity. See Response and Concept.
AddContext
<string>
- Adds to the entity's list of response contexts. Format is
<key>:<value>
. RemoveContext
<string>
- Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
<string>
- Removes all contexts from this entity's list.
RunScriptFile
<script>
(in all games since)
- 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)
- 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.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !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) !FGD
- Set this entity's angles.
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.
Trigger:
OnEndTouch
- 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)

OnEndTouchAll
- 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)
OnTouching
(in all games since)
OnNotTouching
(in all games since)
- Fired when the
TouchTest
input is called.
TriggerOnce:
OnStartTouch
- 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)
OnTrigger
- Fired whenever the trigger is activated. (activator is the activator)
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.