prop_portal

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[Portal] [Portal 2] prop_portal is a point entity available in the Portal series.

Entity description

The entity that represents a portal, exactly like one fired from a weapon_portalgun.

Note:In order for a prop_portal to link up to the player's portal gun, the portal pair ID must be set to 0.
Warning: Removing one through methods such as 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, while SetActivatedState 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.

Warning: When a portal is active but not linked, activating another portal of the same pair ID and color will cause the portal that was activated first to switch its color. This can be avoided by deactivating the first portal before the second one is activated.

Placement Rules for Portal 2

Warning: In Portal 2, bad placement of a prop_portal will cause the location of the portal to revert to the map's origin. The rules are as follows:

  • 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

PortalTwo <boolean>
Is this portal an orange portal?
Activated <boolean>
Is this portal activated at start?
Bug: In Portal 2, this will cause the portal to appear at the world origin.
LinkageGroupID <integer>
Portal pair ID that it belongs to. Must be a value between 0 and 255.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
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 <string> (New with Left 4 Dead 2)
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) <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> (New with Portal 2)
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.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (New with Left 4 Dead 2)
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 <Left 4 Dead 2>, 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (New with Alien Swarm) !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> (New with Alien Swarm) !FGD
Set this entity's angles.

Outputs

OnPlacedSuccessfully
Fired when the portal spawns successfully.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.

External links

Example Map VMF