info_placement_helper is a point entity available in Portal 2. This entity is a portal auto aligner. Portals fired within the entity's radius will automatically be positioned at the entity's origin. After a placement helper has been used, it will temporarily enter a "cooldown" period, during which it will not work (unless Force Placement is set to Yes). Compare with func_portal_orientation that only controlled the orientation.
Orientation is easily controlled. On the entity viewmodel in the 3-D view, make sure the red arrow is oriented pointing away from the face it is on. If "use helper's angles" is turned on, portals will be oriented with their top facing in the direction the blue arrow points.
It helps if you use a portal indicator texture or decal along with this entity.
- Radius in which to influence placement.
- Proxy Entity Name
- Name of the entity we want to use for our real placement position.
- Attach Entity Name
- Name of the entity we want force our attachment to. Used to combine objects.
- Use helper's angles
- Placed portals will snap to the angles of the placement helper.
- Force Placement
- Disable the "cooldown" period after the placement helper is used, preventing the player from offsetting portals.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- Pitch Yaw Roll (Y Z X) (angles)
- 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.
- Start Disabled (StartDisabled)
- Stay dormant until activated (probably with the
- Removes this entity from the world.
- Removes this entity and its children from the world. Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- 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.
- 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.
- Enable/disable this entity from performing its task. It might also disappear from view.
- An object has been successfully placed using us as a guide.
- When an object is successfully placed, this sends the scale level as an out value
- 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.