func_door_rotating

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func_door_rotating is a brush entity available in all Source games. It creates a rotating brush that can be "opened" by players or NPCs.

Note:This entity exists to handle unusual shapes and sizes of door. For everyday doors, use prop_door_rotating.
Tip:It's possible to use nodraw to make the brush invisible and then parent a prop_dynamic of your choice to it.

See also

Notes

Axes

The a func_door_rotating entity can only rotate around either the x, y or z axis and no combination of the two other then x and y. By default, the entity is set to rotate on the Z-axis and can be changed through altering the flags section of the object properties.

Setting the Origin

The point of rotation can be changed through the alteration of the entities origin. The origin sets which point on the plane of movement the object will rotate through, think of it as a hinge for a door. With the show helpers option enabled in Hammer, the origin will appear as a small white circle in the center of the entity that can be dragged to a new location.

Example

Here in the 3D view we have a brush we selected, 1, that is tied to the func_door_rotating entity. We want it to rotate downward to land in position 2, bridging the gap between the two ledges. To do this we need to alter the door's origin to sit at point 3.Image:Door_rotate_1.jpg
First thing to do is to find the axis we want the brush to rotate on. A good way to do this is to look through the grid views and find the view which shows exactly where we want to place the origin. Once found, drag the cursor to the upper left hand side of the view port to reveal which view port it is, 1. This view only shows two of the three axes, the missing one is the one we want, which in this case would be the Y axis. Go to the flag section of the door's object properties, and check the Y Axis box. The other thing to keep in mind is by default, a func_door_rotating moves clockwise around the point of rotation in the 2D view, we want it to move the other way, so we also need to check the Reverse Dir box as well in the flags tab of the object properties. Now move the cursor over the door's origin, 2.Image:Door_rotate_2.jpg
We want to rotate around the bottom right corner or the door, A, so we need to drag the origin there. When the mouse is over the origin it should change into a plus sign (B) meaning it is ready to be moved, click on it and drag in down to point A, you should notice a red doted line that follows it as you move it. Once the origin is in point A we're done setting the origin. Now when the door is opened, it should rotate around point A.Image:Door_rotate_3.jpg

Keyvalues

Distance <int>
Degrees the door should rotate. It will rotate away from the player
Solid Type <choices>
How to calculate collisions. To do: What is best when?

Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.

Door:

Speed <int>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Start Sound <string>
Stop Sound <string>
Overrides for the sound played when the door starts/stops moving.
Start Close Sound <string>
Stop Close Sound <string>
Optional sound override used when the door is closing.
Delay Before Reset <int>
Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip <int>
Deprecated.
Blocking Damage <int>
Amount of damage done to entities that block the movement of this door, per frame.
Force Closed <bool>
Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
Ignore Debris <bool>
Changes the door's collision group to one that ignore collisions with debris objects. Not compatible with the non-solid-to-player spawnflag.
Health <int>
Message If Triggered <string>
Deprecated.
Locked Sound <string>
Unlocked Sound <string>
Sounds played when the player tries to use the door.
Spawn Position <choices>
State the door should begin in; open or closed.
Locked Sentence <choices>
Unlocked Sentence <choices>
Deprecated. Were used in HL1 to play Black Mesa's "access denied" voice.
Minimum Light Level <int>
The minimum level of ambient light that hits this brush.
Loop Moving Sound? <bool>
Makes the door's Start Sound loop until the door finishes moving.
Bug:If an already-looping sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.

RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.

Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.

Targetname:

Name <string>
The targetname other entities refer to this entity by.

Flags

  • Starts Open - This door spawns open.
  • Reverse Dir - This door opens in the opposite direction.
  • Non-solid to Player - This door does not collide with the player or NPCs.
  • Passable - This door does not collide with anything.
  • One-way - This door only opens in one direction.
  • Toggle - This door switches between open and closed on each input.
  • X Axis - This door rotates on the X axis.
  • Y Axis - This door rotates on the Y axis.
  • Use Opens - The +use key triggers this door.
  • NPCs Can't - NPCs can't use this door.
  • Touch Opens - Collision with the door triggers it.
  • Starts locked - This door spawns locked to the player or NPCs (though an input can still trigger it).
  • Door Silent - This door makes no noise.

Inputs

Door:

Open
Close
Toggle
Control the state of the door.
Lock
Unlock
Lock or unlock the door.
SetSpeed <float>
Set the door's movement speed.

Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.

Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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.

Outputs

Door:

OnClose
OnOpen
Fired when the door starts to to open or close.
OnFullyClosed
OnFullyOpen
Fired when the door finishes opening or closing. Reversed if 'Start Open' flag is set.
OnBlockedClosing
OnBlockedOpening
Fired when the door has been blocked from closing or opening. (activator is the blocking entity)
OnUnblockedClosing
OnUnblockedOpening
Fired when the door is no longer blocked from closing or opening.
OnLockedUse
Fired when the player uses the door, but it is locked.

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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