prop_testchamber_door

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prop_testchamber_door is a point entity available in Portal 2 Portal 2.

Entity description

A test chamber door entity. Essentially a prop_dynamic with more io, preset model, and less keyvalues.

Keyvalues

Testchamber Door
Start Open (open) <boolean> (only in Portal 2: Community Edition)
If set, the door starts in the open state.
Start Locked (locked) <boolean> (only in Portal 2: Community Edition)
If set, the door starts locked and can no longer change open or closed state.
Lighting Origin ([todo internal name (i)]) <targetname>
Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins.
Area Portal Window Name ([todo internal name (i)]) <targetname>
The name of an area portal window that is controlled by the door.
Fade Area Portal? ([todo internal name (i)]) <boolean>
If the area portal should use the specified fade distances to fade out.
Fade Start Distance ([todo internal name (i)]) <float>
The distance at which the area portal starts fading out.
Fade End Distance ([todo internal name (i)]) <float>
The distance at which the area portal turns completely opaque.
Skin ([todo internal name (i)]) <integer> !FGD
Skin of the model. This input is not included in Valve's FGDs.
Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
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

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.
Skin  !FGD
Change skin of the model. This input is not included in Valve's FGDs.


Parentname:
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

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.