Trigger portal

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Info.png
This entity is not in the FGD by default.
See below for instructions on making it available.

trigger_portal is an brush entity in the Source base code. It moves touched entity to a target location, changing the model's orientation to match the exit target. It differs from trigger_teleport in that it "reorients physics" and (probably) preserves velocity. It seems to be an early test of the functionality of portals, which was replaced by prop_portal.

Note.pngNote:This entity is unavailable in any Valve game, though it has been re-enabled in Portal 2: Community Edition Portal 2: Community Edition . Other mods using custom binaries can enable the entity by editing server_base.vpc to include trigger_portal.cpp before building the project, or by adding the file within Visual Studio after building the project.
Icon-Bug.pngBug:The code for this entity will not compile on its own. See below for how to fix it.  [todo tested in?]

FGD Code

@SolidClass base(Trigger, Angles) = trigger_portal :
	"A trigger volume which teleports touched entities and reorients their physics."
[
	RemotePortal(target_destination) : "Remote Portal" : : "The trigger_portal linked to this entity. Entities that touch this entity will be teleported to the Remote Portal."

	//Inputs
	input SetRemotePortal(string) : "Set the remote portal to the specified trigger_portal."
]

Code Fixes

Replace line 278 and 302 in trigger_portal.cpp with:

SetContextThink( &CTriggerPortal::DisabledThink, gpGlobals->curtime + 0.1, TRIGGER_DISABLED_THINK );

Remove lines 33 and 77-79, which should be:

DECLARE_SERVERCLASS();
IMPLEMENT_SERVERCLASS_ST( CTriggerPortal, DT_TriggerPortal )
 	SendPropEHandle(SENDINFO(m_hRemotePortal)),
END_SEND_TABLE()

There is no client class to send this entity handle to, nor is one needed.

Keyvalues

Remote Portal (RemotePortal) <targetname>
The trigger_portal linked to this entity. Entities that touch this entity will be teleported to the Remote Portal.
BaseTrigger
Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


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.

Flags

BaseTrigger

Everything (not including physics debris) : [64]

Clients (Survivors, Special Infected, Tanks Left 4 Dead series) : [1]

Only clients in vehicles : [32]
Only clients *not* in vehicles : [512]
Disallow Bots (removed since Left 4 Dead) : [4096]

NPCs (Common Infected, Witches Left 4 Dead series) : [2]

Only player ally NPCs : [16]
Only NPCs in vehicles (respects player ally flag) : [2048]

Physics Objects (not including physics debris) : [8]

Physics debris (include also physics debris) : [1024]

Pushables (Passes entities with classname func_pushable) : [4] Obsolete

Deprecated.
Equivalent to using Everything + filter_activator_class that filters func_pushable.


Inputs

SetRemotePortal <string>
Set the remote portal to the specified trigger_portal.
BaseTrigger
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Team Fortress 2Source 2013 Multiplayer)
Disables this trigger and calls EndTouch on all currently-touching entities.

Outputs

BaseTrigger
OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
Icon-Bug.pngBug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]


OnStartTouchAll
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay.
Note.pngFix:Add a slight delay to OnEndTouch.
Icon-Bug.pngBug:Spamming crouch jump in a trigger can randomly fire OnEndTouch.
Confirm:Is it a Multiplayer issue only?
  [todo tested in?]
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.