func_portalled
func_portalled
is a brush entity available in Portal 2. It fires outputs when an entity teleports through a portal in its volume. It will fire as long as at least one of the portals is touching it, even if the crossing entity never touches the volume.
Warning:This entity may misbehave when it or the surfaces intersecting it are moving.
Contents
Keyvalues
- Fire On Departure
(FireOnDeparture)
<boolean> - Fire
OnEntityPrePortalled
when the entity is entering this portal. - Fire On Arrival
(FireOnArrival)
<boolean> - Fire
OnEntityPostPortalled
when the entity is exiting this portal.Note:Having Fire On Departure and Fire On Arrival both set to No limits this entity to only have abilities identical to func_portal_detector. - Player
(FireOnPlayer)
<boolean> - Fire when a player has portalled. Confirm:This entity seems to detect players only?
- 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.
- 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
Parentname:
- 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.
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.
Parentname:
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.
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.
Note:If the player walks through a portal cleanser (thus removing portals) this output does not fire.
OnEndTouchBothLinkedPortals
(in all games since )- Fired when both portals of a pair first touch the entity (
OnStartTouchBothLinkedPortals
), and then are moved away from it.
Note:If the player walks through a portal cleanser (thus removing portals) this output does not fire.
{{IO|OnEntityPrePortalled|Fires a portal is crossed. Fires at the same time as OnEntityPostPortalled
but this one is processed by the engine first.
Note:This will fire twice if both portals are touching the entity.
{{IO|OnEntityPostPortalled|Fires a portal is crossed. Fires at the same time as OnEntityPrePortalled
but this one is processed by the engine last.
Note:This will fire twice if both portals are touching the entity.