prop_testchamber_door
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prop_testchamber_door is a model entity available in
Portal 2. A test chamber door entity. Essentially a prop_dynamic with some features from func_door, preset model, and fewer keyvalues.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Area Portal Window Name (AreaPortalWindow) <targetname>
- The name of an area portal window that is controlled by the door.
- Fade Area Portal? (UseAreaPortalFade) <boolean>
- If the area portal should use the specified fade distances to fade out.
- Fade Start Distance (AreaPortalFadeStart) <float>
- The distance at which the area portal starts fading out.
- Fade End Distance (AreaPortalFadeEnd) <float>
- The distance at which the area portal turns completely opaque.
- Start Open (open) <boolean> (only in
)
- If set, the door starts in the open state.
- Start Locked (locked) <boolean> (only in
)
- If set, the door starts locked and can no longer change open or closed state.
- Model (model) <model path> (only in
)
- Model to use in-game.
Inputs
- Open
- Open the door and cause the portal to activate.
- Close
- Close the door and cause the portal to deactivate.
- LockOpen
- Opens the door and locks it.
- Lock
- Locking a door will prevent the Open or Close inputs from doing anything.
- Unlock
- If locked, unocking a door will allow the Open or Close inputs to function.
Outputs
- OnOpen
- Called when the door has started its open animation.
- OnClose
- Called when the door has started its close animation.
- OnFullyOpen
- Called when the door has finished its open animation.
- OnFullyClosed
- Called when the door has finished its close animation.