func_areaportalwindow

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This is a brush entity available in all Source games.

Contents

Entity description

Creates a type of areaportal, used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the area through the window will not be drawn. The 'target' brush model should enclose the func_areaportalwindow so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model.

See also

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • target
<target_destination> The name of a brush entity to render as the window.
  • FadeStartDist
<integer> When the viewer is closer than this distance, the alpha is set to 'TranslucencyLimit'.
  • FadeDist
<integer> When the viewer is at this distance, the portal becomes solid and closes off.
  • TranslucencyLimit
<float> This value limits the translucency of the brush model and prevents it from becoming invisible when the viewer is right on top of it.
  • BackgroundBModel
<target_destination> (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.

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>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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