Func areaportal: Difference between revisions

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==Entity Description==
==Entity Description==
A portal brush used to manage visibility in maps. Portals define areas, which are 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 area portal. See [[Controlling_Geometry_Visibility_and_Compile_Times#Areaportals|Controlling Geometry Visibility and Compile Times: Areaportals]] for more information.
A portal brush is 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 area portal. See [[Controlling_Geometry_Visibility_and_Compile_Times#Areaportals|Controlling Geometry Visibility and Compile Times: Areaportals]] for more information.


* Behavior with linked doors can be tricky.  If the areaportal is doing the opposite that it should, closing when the door is open and vice versa, change the areaportal's initial state.
* 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.
* Areaportals do not take into account geometry between the portal volume and the player when considering visibility.
* Areaportals do not take into account geometry between the portal volume and the player when considering visibility.



Revision as of 14:26, 20 January 2007

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Entity Description

A portal brush is 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 area portal. See Controlling Geometry Visibility and Compile Times: Areaportals for more information.

  • 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.
  • Areaportals do not take into account geometry between the portal volume and the player when considering visibility.

Keyvalues

  • target
<target_destination> (Optional) The name of a door whose open/closed state controls the on/off state of this area portal.
  • StartOpen
<boolean> Choose the initial state of this entity.

Inputs

  • 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
Toggle the open/closed state of the portal.


Outputs

See Also