Areas are oblong-shaped collision zones which can trigger callbacks when the player or other objects enter them; they are also often used as position markers for things spawned in code such as sounds or particle effects.
HPL3 ships with several different area types - here's a quick summary of them and of some of their properties.
The most commonly used type of area, used for all sorts of purposes.
If true, this area acts as a blocker for AI seeing the player.
Collision callbacks - for example, if you set CC_Entities to player and CC_Funcs to TriggerHitArea then TriggerHitArea will be called in your map script whenever the player enters or leaves the area.
player
TriggerHitArea
Called when the player has the area on-screen. Various other properties in the same section modify exactly when that happens.
Makes the area interactable, and triggers this callback when the player interacts with it. You can also set CustomInteractIcon etc.
CustomInteractIcon
The player, by default, casts a small point light around him so that you can see things even when the room is very dark. This area type changes that ambient light to fit the current area.
Indoors / Outdoors / None
Used as a camera viewpoint in a camera animation. See Camera Animation.
This area becomes interactable; when you interact, you will climb up to a specified foot position. It's used for things like climbing into vent shafts or climbing up on to a nearby table or something; for higher climbs, you probably want a camera animation or a ladder instead.
Name of an entity (usually a trigger area) specifying where the feet should land after the climb.
Specify if the player should be automatically crouched after the climb (useful for vent shafts).
The player will be crawling on their belly while in this area, and can't run or stand up. Useful for vent shafts.
The player can interact with this area as if it were a datamine prop - see Datamine