prop_portal
(Redirected from Portals)
prop_portal
is a point entity available in the Portal series.
Contents
Entity description
The entity that represents a portal, exactly like one fired from a weapon_portalgun
.


Kill
may crash the game. Instead, use Fizzle
or SetActivatedState 0
to remove portals.Note: The distinction is that
Fizzle
plays a sound effect and removes the portal, whileSetActivatedState 0
silently closes the portal but does not remove it. However, if another portal with the same pair ID and color becomes active, the inactive portal will be removed.Tip: This is useful for silently clearing out fixed portals before activating other fixed portals in the same map.

Placement Rules for Portal 2

- Must not start active.
- Must be over a single brush. It will not open on the seam between multiple brushes even if all surfaces are portalable. (This differs from the portal gun.)
- Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. Use the yellow line in the 2D view and the blue line (Z-axis) in the 3D view as guides to help with this.
- Must be 0-8 units from the surface the portal is to be placed on.
- Must be at least 57 units away from any adjacent surfaces on the top and bottom.
- Must be at least 32 units away from any adjacent surfaces on the sides.
Keyvalues
- Start Activated
(Activated)
<boolean>
- Is this portal activated at start?
Bug: In Portal 2, this will cause the portal to appear at the world origin. To work around this, use a logic_auto.
- Portal Number
(PortalTwo)
<choices>
- Is this portal a blue portal or orange portal?
- 0 : Portal 1
- 1 : Portal 2
- Half-Width of the Portal.
(HalfWidth)
<float>
(in all games since)
- Half of this portal's width. Defaults to 32 when left at 0.
- Half-Height of the Portal.
(HalfHeight)
<float>
(in all games since)
- Half of this portal's height. Defaults to 54 when left at 0.
- Portal pair ID that it belongs to
(LinkageGroupID)
<integer>
- Portal pair ID. Must be a value between 0 and 255.
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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
(thinkfunction)
<string>
(in all games since)
- 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.
Angles:
- Pitch Yaw Roll (Y Z X)
(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.
Inputs
SetName
- Set the targetname of this portal.
SetActivatedState
<boolean>
- Set this portal to be inactive or active.
Fizzle
- Fizzle and remove.
NewLocation
<string>
- Sets this portal's location and angles. This expects 6 floats with space delimiters, the format is 'x y z pitch yaw roll'
Resize
<string>
(in all games since)
- Changes the size of the portals. Note that portals only function if they are the same size, and the coloured border remains the same size and proportions.
SetLinkageGroupID
<integer>
(in all games since)
Targetname:
Kill
- Removes this entity from the world.
KillHierarchy
- 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
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
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
OnPlacedSuccessfully
- Fired when the portal spawns successfully.
OnEntityTeleportFromMe
(in all games since)
- Fired when any entity is teleported from this portal to the linked partner.
OnPlayerTeleportFromMe
(in all games since)
- Fired when the player is teleported from this portal to the linked partner.
OnEntityTeleportToMe
(in all games since)
- Fired when any entity is teleported from this linked partner to the portal.
OnPlayerTeleportToMe
(in all games since)
- Fired when the player is teleported from this linked partner to the portal.
Targetname:
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.