func_lookdoor
From Valve Developer Community
Contents |
Entity Description
A door that moves either when looked by a targeted object or when a target object comes near the door. Behavior can be either based on viewing direction or proximity alone, or on a combination of both. If inverted the doors behavior will be the opposite.
Availability
This brush-based entity is available in: HL2. In code it is represented by class CLookDoor, defined in hl2_dll\look_door.cpp.
Keyvalues
-
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
-
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
-
Origin:
- Origin
<origin> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- !FGD target
- <target_destination> View cone switch for this door. (Necessary to trigger it.)
- movedir
- <angle> The direction the brushes will move, when told to.
- startposition
- <float> Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
- speed
- <integer> The speed that the brush moves, in inches per second.
- movedistance
- <float> The distance from the starting point that the brush should move, in inches.
- blockdamage
- <float> The amount of damage to do to any entity that blocks the brushes, per frame.
- startsound
- <sound> Sound played when the brush starts moving.
- stopsound
- <sound> Sound played when the brush stops moving.
- ProximityDistance
- <float> If non-zero, proximity range over which door will move.
- ProximityOffset
- <float> Offset from the target object.
- FieldOfView
- <float> If non-zero, field of view over which door will move.
Flags
- 8 : Not Solid
- 8192 : LookDoor Threshold
- 16384 : LookDoor Invert
- 32768 : LookDoor From Open
Inputs
-
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
-
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.
- Open
- Move the brush to the end position (starting position + (move direction * move distance)).
- Close
- Move the brush to the starting position.
- SetPosition <float>
- Move the brush to a specific position defined by a value. This value modifies the movedistance like this (starting position + (move distance * set position)). Meaning a movedistance of 128 set positioned for 2 will move 256 units.
- InvertOn
- InvertOn - when set behavior of door is inverted.
- InvertOff
- InvertOff - when set behavior of door is normal.
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- OnFullyOpen
- Fired when the brush reaches the end position (starting position + (move direction * move distance)).
- OnFullyClosed
- Fired when the brush reaches the starting position.
