func_portal_orientation
func_portal_orientation
is a brush entity available in Portal (series). It adjusts a portal's rotation to match a specified angle. The "front" of the portal points in the specified direction.
Bug: Broken in Portal 2. It will rotate existing portals to the specified direction when first enabled, but will not affect newly-placed ones. [todo tested in?]
- Workaround:Since it still works when first enabled, a
logic_playerproxy
can be used to fire anEnable
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_bumper
s should be used to prevent this.
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
- Angles to face
(AnglesToFace)
<angle> - The angles to rotate portals to.Tip:An easy way to figure out what to set this to is to place a
prop_portal
, rotate it to the desired orientation, then look at its angles. - 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 that is on a surface with the same orientation. Todo: Seems to be broken in P1? It does work in P2 if the workaround is used.
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.