From Valve Developer Community
Jump to: navigation, search
An example of its use on d2_coast_09<Half-Life 2>. When the player is close to the window, the entity is inactive and the player can see through the window. When the player backs up, the objects outside are culled from the PVS and replaced with a hazy low-res texture.

func_areaportalwindow is a brush entity available in all Source games.

Entity description

A func_areaportal_window that hides interior geometry by turning black at a distance.
It creates an areaportal that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap.
This is a bug known to affect Half Life 2: The dev/dev_window texture has to be on both sides of the brush, combining it with any other texture (except nodraw) will result in rendering glitches (objects popping in and out of existance depending on player position and viewangle).


Rendered Window <targetname>
The brush entity that fills the gap left by the portal when closed.
Fade Start Distance <int>
Fade End Distance <int>
Unit boundaries of the fadeout.
Translucency limit <normal>
Prevents the Rendered Window brush from ever going completely transparent. Useful if your rendered window uses an opaque glass material.
Foreground bmodel <targetname>
Optional brush entity that is drawn after the fading brush model. This model should have alpha in its textures so you can see through it.


Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


SetFadeStartDistance <int>
SetFadeEndDistance <int>
The unit boundaries of the fadeout.


Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.



OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.

See also