func_areaportalwindow
From Valve Developer Community
Contents |
func_areaportalwindow is a brush entity available in all Source games. It creates an areaportal that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap.
See also
Keyvalues
- Rendered Window
<targetname> - The brush entity that fills the gap left by the portal when closed.
- Fade Start Distance
<int> - Fade End Distance
<int> - Unit boundaries of the fadeout.
- Translucency limit
<normal> - Prevents the Rendered Window brush from ever going completely transparent. Useful if your rendered window uses an opaque glass material.
- Foreground bmodel
<targetname> - Optional brush entity that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Inputs
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
