trigger_portal_cleanser
trigger_portal_cleanser
is a brush entity available in Portal (series). It removes objects and portals when the player touches it. It is used to create the "Material Emancipation Grid" / "Fizzler" particle-field in Portal.
Class hierarchy |
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CTriggerPortalCleanser |
Bug:Portal shot blocking is based on the entity's bounding box, causing diagonal or concave cleansers to block portal shots in cases where they seemingly shouldn't. Portal and object fizzling works as expected. [todo tested in?]
Bug:(in Portal), any
prop_physics
entity that has an alternate body group active will have it reset to the default one when fizzled by this entity. [todo tested in?]Tip:To directly apply the dissolve effect to a specific entity, use
env_entity_dissolver
, or for cubes fire the Dissolve
input.Tip:Portal placement is only affected when the "Clients" flag is enabled, so remove the flag to dissolve entities without affecting portal placement.
Note:Entities being dissolved by
env_entity_dissolver
or trigger_physics_trap
don't have their gravity disabled, unlike entities dissolved by trigger_portal_cleanser.Contents
Keyvalues
- Visible
([todo internal name (i)])
<boolean> (in all games since ) - If the fizzler is visible. This also controls if the sound effects are played when powered on and off.
- Use Scanline
([todo internal name (i)])
<boolean> (in all games since ) - If the field uses a scanline. This only works correctly for vertical fields aligned to an axis.
- Render in Fast Reflections
(drawinfastreflection)
<boolean> (in all games since ) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
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Flags
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Inputs
Reflection:
DisableDrawInFastReflection
(in all games since )- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since )- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
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Outputs
OnDissolve
- Fired whenever an entity is dissolved by the trigger.
OnDissolveBox
- Fired whenever an entity named
box
is dissolved by the trigger.
OnFizzle
- Fired whenever portals are fizzled by the trigger.
OnPrimaryHit
(only in )- Fired whenever the trigger has been hit by a primary shot from
weapon_portalgun
.
OnSecondaryHit
(only in )- Fired whenever the trigger has been hit by a secondary shot from
weapon_portalgun
.
Bug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
Warning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning:
OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay. Fix:Add a slight delay to OnEndTouch .Bug:Spamming crouch jump in a trigger can randomly fire OnEndTouch . Confirm:Is it a Multiplayer issue only? [todo tested in?]
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