func_areaportalwindow

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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

SetFadeStartDistance <int>
SetFadeEndDistance <int>
The unit boundaries of the fadeout.

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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