func_lookdoor

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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.
<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>
FireUser1 to FireUser4
Fire the OnUser outputs; 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:

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.
  • OnFullyOpen
Fired when the brush reaches the end position (starting position + (move direction * move distance)).
  • OnFullyClosed
Fired when the brush reaches the starting position.

See Also

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