prop_portal
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Code classes:
CProp_Portal
CBaseAnimating
(models)CBaseEntity
(all ents)
prop_portal
is a point entity present in both Portal games. This entity is a portal. Shot from a weapon_portalgun
.
Warning: Removing one through methods such as Kill may crash the game. Instead, use Fizzle or SetActivatedState 0 to remove portals.
Bug: If a portal is told to activate while another portal with the same pair ID and color is open, that second portal's color will change and its particle effect will be bugged.
Portals should be placed facing the exact angle of their surfaces, or they may not open, or appear clipped. Portals should also be within a few units of their surface, otherwise movement may look odd, or they might not open at all. Portals also need enough valid space on their surface in order to open.
Keyvalues[edit | edit source]
- Portal pair ID that it belongs to
(LinkageGroupID)
<integer>
- Which pair of portals this portal belongs to. Singleplayer uses 0, ATLAS uses 1, and P-Body uses 2.
- Portal Number
(PortalTwo)
<choices>
- Which portal in a pair this one is.
- 0: Portal 1 (left click)
- 1: Portal 2 (right click)
- Start Activated
(Activated)
<choices>
- Whether the portal starts active. Inactive portals are not visible and don't teleport entities.
- Bug: Portals must start inactive or they will be buggy.
- Fix: Use
logic_auto
to send SetActivatedState.
- 0: Inactive
- 1: Active
- Fix: Use
- Half-Width of the Portal
(HalfWidth)
<float>
(only available in ) - Half of the portal's intended width.
- Half-Height of the Portal
(HalfHeight)
<float>
(only available in ) - Half of the portal's intended height.
Inputs[edit | edit source]
- SetActivatedState
<boolean>
- Sets if the portal is active or not. When set to 0, the portal disappears quietly with no visual effect.
- Fizzle
- Sets the portal to be inactive and plays sound and visual effects as if a player walked into a fizzler.
- NewLocation
<string>
- Puts the portal in a new location and gives it new angles. Expects 6 numbers: X Y Z coordinates, then a Pitch, Yaw and Roll.
- SetLinkageGroupId
<integer>
(only available in ) - Sets Portal pair ID.
Resize<string>
(only available in )- Changes the width and height of the portal. Visually broken.
Outputs[edit | edit source]
- OnPlacedSuccessfully
- Fires when the portal is placed somewhere successfully by a portal gun.
- OnEntityTeleportFromMe (only available in )
- Fires when any entity goes through this portal.
- OnPlayerTeleportFromMe (only available in )
- Fires when a player goes through this portal.
- OnEntityTeleportToMe (only available in )
- Fires when any entity goes though this portal's partner.
- OnPlayerTeleportToMe (only available in )
- Fires when a player goes through this portal's partner.