Func areaportal: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(updates)
Line 1: Line 1:
{{otherlang2
{{lang|Func areaportal}}
|title=func_areaportal
{{distinguish|linked_portal_door}} ''(An unrelated entity, sometimes referred to as a "world portal")''
|ru=Func_areaportal:ru
[[File:Toolsareaportal.gif|link=Areaportal|left]]{{base brush|func_areaportal}} It creates an [[areaportal]], used to manage visibility in maps. When the portal is open it stops objects not visible through it from rendering; when the portal is closed it cannot be seen through at all.
}}


{{base_brush|func_areaportal}}
These are not really brush entities. They are brush entities from a mapper/Hammer perspective, but by the time they reach the game, the brush is gone and this is, in effect, a point entity.
 
==Entity description==
[[File:Toolsareaportal.gif|link=Areaportal|left]]It creates an [[areaportal]], used to manage visibility in maps. When the portal is open it stops objects not visible through it from rendering; when the portal is closed it cannot be seen through at all.


The entity's brush must be textured with <code>tools\toolsareaportal</code> (seen on the left) for it to function.
The entity's brush must be textured with <code>tools\toolsareaportal</code> (seen on the left) for it to function.


== Keyvalues ==
{{code class|[[CAreaPortal]]|func_areaportal.cpp}}
 
; Name of Linked Door <code><[[targetname]]></code>
: A [[prop_door_rotating]] or [[func_door]] whose open/closed state controls the on/off state of the portal.
; Initial State <code><[[bool]]></code>
: Initial state of the portal.
{{KV Targetname}}


== Inputs ==
==Keyvalues==
{{KV|Name of Linked Door (target)|targetname|A {{ent|prop_door_rotating}} or {{ent|func_door}} whose open/closed state controls the on/off state of the portal. This is optional.}}
{{KV|Initial State (StartOpen)|bool|Initial state of the portal.}}
{{KV BaseEntity}}


; Open
==Inputs==
; Close
{{IO|Open|Sets the portal to the open state.}}
; Toggle
{{IO|Close|Sets the portal to the closed state.}}
: Control the state of the portal.
{{IO|Toggle|Opens the portal if closed. Closes the portal if open.}}
{{I Targetname}}
{{I BaseEntity}}


== Outputs ==
==Outputs==
{{O Targetname}}
{{O BaseEntity|l4d=1}}


== See also ==
==See Also==
* [[Areaportal]]
*{{ent|func_areaportalwindow}}
* <code>[[CAreaPortal]]</code>
* [[func_areaportalwindow]]


[[Category:Optimization Brush Entities]]
[[Category:Optimization Brush Entities]]

Revision as of 20:43, 4 October 2018

English (en)Hrvatski (hr)Русский (ru)中文 (zh)Translate (Translate)
Not to be confused with linked_portal_door.

(An unrelated entity, sometimes referred to as a "world portal")

Toolsareaportal.gif

Template:Base brush It creates an areaportal, used to manage visibility in maps. When the portal is open it stops objects not visible through it from rendering; when the portal is closed it cannot be seen through at all.

These are not really brush entities. They are brush entities from a mapper/Hammer perspective, but by the time they reach the game, the brush is gone and this is, in effect, a point entity.

The entity's brush must be textured with tools\toolsareaportal (seen on the left) for it to function.

C++ In code, it is represented by theCAreaPortalclass, defined in thefunc_areaportal.cppfile.

Keyvalues

Name of Linked Door (target) ([todo internal name (i)]) <targetname>
A prop_door_rotating or func_door whose open/closed state controls the on/off state of the portal. This is optional.
Initial State (StartOpen) ([todo internal name (i)]) <boolean>
Initial state of the portal.


Inputs

Open
Sets the portal to the open state.
Close
Sets the portal to the closed state.
Toggle
Opens the portal if closed. Closes the portal if open.


Outputs

See Also