Func areaportal: Difference between revisions
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In code, it is represented by the
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{{ | {{lang|Func areaportal}} | ||
| | {{distinguish|linked_portal_door}} ''(An unrelated entity, sometimes referred to as a "world portal")'' | ||
| | [[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. | ||
}} | |||
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 <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. | ||
{{code class|[[CAreaPortal]]|func_areaportal.cpp}} | |||
== | ==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}} | |||
==Inputs== | |||
{{IO|Open|Sets the portal to the open state.}} | |||
{{IO|Close|Sets the portal to the closed state.}} | |||
{{IO|Toggle|Opens the portal if closed. Closes the portal if open.}} | |||
{{I | {{I BaseEntity}} | ||
== Outputs == | ==Outputs== | ||
{{O | {{O BaseEntity|l4d=1}} | ||
== See | ==See Also== | ||
* | *{{ent|func_areaportalwindow}} | ||
[[Category:Optimization Brush Entities]] | [[Category:Optimization Brush Entities]] |
Revision as of 20:43, 4 October 2018
Not to be confused with linked_portal_door.
(An unrelated entity, sometimes referred to as a "world portal")
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.

CAreaPortal
class, defined in thefunc_areaportal.cpp
file.
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.
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.