prop_portal

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prop_portal is a point entity available in the Portal (series) Portal games.

Entity description

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

Note.pngNote: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.pngWarning:Removing one through methods such as Kill may crash the game. Instead, use Fizzle or SetActivatedState 0 to remove portals.
Note.pngNote: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.pngTip:This is useful for silently clearing out fixed portals before activating other fixed portals in the same map.
Warning.pngWarning: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.pngWarning: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?
Icon-Bug.pngBug:Portal 2 This will cause the portal to appear at the world origin. To work around this, use a logic_auto.
Icon-Bug.pngBug:Portal This will cause the player to be unable to walk out of this portal from its linked partner, requiring them to jump to pass through.
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 Portal 2)
Half of this portal's width. Defaults to 32 when left at 0.
Half-Height of the Portal. (HalfHeight) <float> (in all games since Portal 2)
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 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.
SetLinkageGroupID <integer> (in all games since Portal 2)

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 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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> (in all games since Left 4 Dead 2) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since 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> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

OnPlacedSuccessfully
Fired when the portal spawns successfully.
OnEntityTeleportFromMe  (in all games since Portal 2)
Fired when any entity is teleported from this portal to the linked partner.
OnPlayerTeleportFromMe  (in all games since Portal 2)
Fired when the player is teleported from this portal to the linked partner.
OnEntityTeleportToMe  (in all games since Portal 2)
Fired when any entity is teleported from this linked partner to the portal.
OnPlayerTeleportToMe  (in all games since Portal 2)
Fired when the player is teleported from this linked partner to the portal.

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 Left 4 Dead)
This output fires when the entity is killed and removed from the game.

External links

Example Map VMF