Func areaportal: Difference between revisions

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{{wrongtitle|title=func_areaportal}}
[[File:Toolsareaportal.gif|link=Areaportal|left]]
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== Entity description ==
{{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.
Creates an [[areaportal]], used to manage visibility in maps. Portals define areas, or spaces that are connected in the map. Both sides of a portal cannot touch the same area, for example, a doughnut-shaped map would require at least two portals to divide the map into two areas. A linear map could be divided into two areas with a single areaportal.


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


* Behavior with linked doors can be tricky.  If the areaportal is doing the opposite of what it should, closing when the door is open and vice versa, change the areaportal's initial state.
{{warning|Areaportals can cause problems if placed incorrectly. [[Areaportal|Read about their usage  carefully]].}} {{optim_brush}} {{wrongtitle|title=func_areaportal}} __NOTOC__
* Areaportals do not take into account geometry between the portal volume and the player when considering visibility.
 
To learn how areaportals work, see [[areaportal]]. For a tutorial on the subject, see [[areaportal tutorial]].


== See also ==
== See also ==
* [[Areaportal]]
* [[Areaportal]]
* [[Areaportal tutorial]]
* <code>[[CAreaPortal]]</code>
* <code>[[CAreaPortal]]</code>
* [[func_areaportalwindow]]
* [[func_areaportalwindow]]


== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
* '''target'''
: <target_destination> (Optional) The name of a door whose open/closed state controls the on/off state of this areaportal.


* '''StartOpen'''
; Name of Linked Door <code><[[targetname]]></code>
: {{boolean}} Choose the initial state of this entity.
: 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 ==
== Inputs ==
* {{I Targetname}}
* '''Open'''
: Open the portal. When the portal is open is can be seen through.
* '''Close'''
: Close the portal. When the portal is closed it cannot be seen through.


* '''Toggle'''
; Open
: Toggle the open/closed state of the portal.
; Close
; Toggle
: Control the state of the portal.
{{I Targetname}}


== Outputs ==
== Outputs ==
* {{O Targetname}}
{{O Targetname}}

Revision as of 03:50, 20 July 2009

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.

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

Warning.pngWarning:Areaportals can cause problems if placed incorrectly. Read about their usage carefully.

Template:Wrongtitle

See also

Keyvalues

Name of Linked Door <targetname>
A prop_door_rotating or func_door whose open/closed state controls the on/off state of the portal.
Initial State <bool>
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 or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Open
Close
Toggle
Control the state of the portal.


Outputs