prop_portal
prop_portal
is a point entity available in the Portal games.
Contents
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, 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.
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 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.
- The center of the entity must be at least 57 units away from any adjacent surfaces on the top and bottom, and at least 32 units away from any adjacent surfaces on the sides.
Keyvalues
- Start Activated
(Activated)
<boolean> - Is this portal activated at start?Bug: 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 (blue)
- 1 : Portal 2 (orange)
- 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.
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 )
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
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 thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving 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.
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.