Table of contents1 Entity Description2 Keyvalues3 Inputs4 Outputs5 See Also
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.
- <target_source> The name that other entities refer to this entity by.
- <target_destination> (Optional) The name of a door whose open/closed state controls the on/off state of this area portal.
- <boolean> Choose the initial state of this entity.
- Removes this entity from the world.
- Removes this entity and all its children from the world.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- Open the portal. When the portal is open is can be seen through.
- Close the portal. When the portal is closed it cannot be seen through.
- Toggle the open/closed state of the portal.
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator
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