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Func areaportal: Difference between revisions

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m (added a link to the optimization page, in an attempt to have more links as requested.)
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{{distinguish|linked_portal_door|desc1={{p2}} An unrelated entity, sometimes referred to as a "world portal"}}
{{distinguish|linked_portal_door|desc1={{p2}} An unrelated entity, sometimes referred to as a "world portal"}}
{{Underlinked|date=January 2024}}


<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Func areaportal}}  
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Func areaportal}}  
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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.


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 [[Tool_textures_(Source)#Optimization|tools\toolsareaportal]] (seen on the left) for it to function.


==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV|Name of Linked Door|intn=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|Name of Linked Door|intn=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|intn=StartOpen|bool|Initial state of the portal.}}
{{KV|Initial State|intn=StartOpen|bool|Initial state of the portal.}}
{{KV Targetname}}


==Inputs==
==Inputs==
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==See also==
==See also==
*{{ent|func_areaportalwindow}}
* {{ent|func_areaportalwindow}}
*[[Optimization/Level_Design|Optimization (Level Design)]]
* [[areaportal]]
* [[Optimization/Level_Design|Optimization (Level Design)]]


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

Revision as of 10:23, 19 May 2024

Not to be confused with linked_portal_door (Portal 2 An unrelated entity, sometimes referred to as a "world portal").
English (en)Hrvatski (hr)Русский (ru)中文 (zh)Translate (Translate)
C++ Class hierarchy
CAreaPortal
CFuncAreaPortalBase
CBaseEntity
C++ func_areaportal.cpp
Toolsareaportal.gif

func_areaportal is a brush entity available in all Source Source games. 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.

Keyvalues

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

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.

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.

See also