func_portal_detector
This article needs more links to other articles to help integrate it into the encyclopedia. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024
January 2024
Class hierarchy |
---|
??? |
func_portal_detector
is a brush entity available in 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
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Portal pair ID that it detects
(LinkageGroupID)
<integer> - Portals are processed in numbered pairs. Check Starting Team on your weapon_portalgun for the correct number.
- Check all portals
(CheckAllIDs)
<boolean> (in all games since ) - Ignore the Group ID and check for all portals.
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.
Outputs
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.
OnEndTouchLinkedPortal
(in all games since )- Fired when a linked portal moves away from the entity, or is no longer linked.
- Bug:If the player walks through a portal cleanser (thus removing portals) this output does not fire. [todo tested in?]
OnEndTouchBothLinkedPortals
(in all games since )- Fired when both portals of a pair first touch the entity (
OnStartTouchBothLinkedPortals
), and then are moved away from it. - Bug:If the player walks through a portal cleanser (thus removing portals) this output does not fire. [todo tested in?]