Func areaportal: Difference between revisions
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In code, it is represented by the
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{{lang|Func areaportal|title=func_areaportal}} [[Category:Optimization Brush Entities]] | {{lang|Func areaportal|title=func_areaportal}} [[Category:Optimization Brush Entities]] | ||
{{distinguish|linked_portal_door|desc1=An unrelated entity, sometimes referred to as a "world portal"}} | {{distinguish|linked_portal_door|desc1=An unrelated entity, sometimes referred to as a "world portal"}} | ||
[[File:Toolsareaportal.gif|link=Areaportal|left]]{{entity|type=e2 | [[File:Toolsareaportal.gif|link=Areaportal|left]] {{entity|func_areaportal|type=e2}} 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. | 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. |
Revision as of 06:00, 24 January 2023
Not to be confused with linked_portal_door (An unrelated entity, sometimes referred to as a "world portal").
Template:Entity 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.

CAreaPortal
class, defined in thefunc_areaportal.cpp
file.
Keyvalues
- Name of Linked Door (target) <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) <boolean>
- Initial state of the portal.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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.