Func areaportal: Difference between revisions
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In code, it is represented by the
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m (Adjustment in response to a change to Template:distinguish.) |
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{{lang|Func areaportal}} | {{lang|Func areaportal}} | ||
{{distinguish|linked_portal_door | {{distinguish|linked_portal_door|desc1=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. | [[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. | ||
Revision as of 10:30, 9 October 2021
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.