func_door
func_door | |
---|---|
Type | Brush entity |
Engine | Source Source 2 |
Availability | In all games |
func_door
is a brush entity available in all Source games. It creates a simple sliding door. See func_door_rotating
for its counterpart.
The travel distance will always be the doors brush size.
If the door should move a shorter distance, use a positive value in Lip
to have that many units be subtracted from its total travel distance. Alternatively, you may add negative values to Lip
to have it travel an even greater distance.
Example:A door that is 128 units tall will move 128 units up. Adding a Lip of 20 makes it move only 108 units up. But adding a Lip of -20 makes it move 148 units upwards.
Contents
Keyvalues
- Move Direction (movedir)
(???)
<angles> - The direction in which the door will move when it opens. It will open far enough that it does not occupy the space it spawned in.
BaseDoor:
- Linked Door
(chainstodoor)
<string> !FGD - Passes the door's
+use
inputs and touch events onto a different door, so it also is activated.
- Block Filter Name
(filtername)
<targetname> - (For Half-Life: Source) Filter to use to determine entities that can block the door.
- Speed
(speed)
<float> - Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
- Start Sound
(noise1)
<sound> - Sound to play when the door starts moving (regardless of opening or closing).
- Stop Sound
(noise2)
<sound> - Sound to play when the door stops moving (regardless of opening or closing).
- Start Close Sound
(startclosesound)
<sound> - Sound to play when the door starts closing.
- Stop Close Sound
(closesound)
<sound> - Sound to play when the door stops closing.
- Delay Before Reset
(wait)
<float> - Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
- Lip
(lip)
<float> - When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.
- Blocking Damage
(dmg)
<float> - Amount of damage done to entities that block the movement of this door, per frame.
- Bug:Normally a door will damage things blocking it, however if the player is teleported by a
trigger_teleport
while usingnoclip
, they will not be damaged.
- Force Closed
(forceclosed)
<boolean> - 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
(ignoredebris)
<boolean> - Changes the door's collision group to
COLLISION_GROUP_INTERACTIVE
, which ignores debris objects. Not compatible with the Non-solid to Player spawnflag as it also sets a collision group.
Health(health)
<integer>- Deprecated. Do not use.
Message If Triggered(message)
<string>- Deprecated. Do not use.
- Locked Sound
(locked_sound)
<string> - Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound
(unlocked_sound)
<string> - Sound played when door is unlocked.
- Spawn Position
(spawnpos)
<choices> - State the door should begin in.
- 0: Closed
- 1: Open
- Locked Sentence
(locked_sentence)
<choices> (only in ) - Intercom voiceline for when the player tries to use the door, but it's locked.
- Unlocked Sentence
(unlocked_sentence)
<choices> (only in ) - Intercom voiceline for when the door is unlocked.
- Loop Moving Sound?
(loopmovesound)
<boolean> - 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.
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)
<normal> - Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
VisibleBrush:
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
|
- Render FX / Transparency (0–255)
(renderamt)
<integer 0–255> - Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Texture Frame
(texframeindex)
<integer> !FGD - The frame number for any animated textures on this entity.
Shadow:
- Disable Shadows
(disableshadows)
<boolean> - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static
. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity. - Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since ) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
|
SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
|
- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
|
DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
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Base:
- Brush Model
(model)
<string> !FGD - Which bmodel to display.
- Collisions
(solid)
<choices> - Method of collision for this entity.
Values:
- 0: None
- 1: BSP (QPhysics) !FGD Bug:In , if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Flags
BaseDoor:
-
[1
] : Starts Open
Deprecated. Door behaves more like the doors in Half-Life. Some outputs don't work.
- [
4
] : Non-solid to Player
Sets the collision group toCOLLISION_GROUP_PASSABLE_DOOR
, so the player cannot collide with it while other things can. This is not compatible with Ignore Debris as that also sets a collision group.
- [
8
] : Passable
This door is solid to nothing at all.
- [
32
] : Toggle
Inputs are interpreted as to open if the door is closed and to close if open, instead of the default behavior where inputs are always interpreted as to open. This sets the delay before reset to -1 (overridingwait
), i.e., the door will never reset.
- [
256
] : Use Opens
- [
512
] : NPCs Can't
NPCs can't open this door.
- [
1024
] : Touch Opens
When a player or NPC touches the door, it will count as an attempt to open it.Bug:The door will play it's Locked Sound when touched, even if Touch Opens is disabled
- [
2048
] : Starts locked
This door spawns locked and cannot be opened by the player or NPCs (but buttons can still trigger it).
- [
4096
] : Door Silent
This door makes no noise.
- [
65536
] : New Use rules !FGD
Door can only be used if it's not moving, is closing, or when it's open.
Inputs
Door:
Open
- Opens door.
Close
- Closes door.
Toggle
- Opens door if closed, closes door if opened.
Lock
- Prevent door from opening, but can still close.
Unlock
- Allow door to operate as normal.
SetSpeed
<float>- Sets Speed.
Visible Brush:
Alpha
<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
EnableDraw
(in all games since )- Removes
EF_NODRAW
from the entity.
DisableDraw
(in all games since )- Applies
EF_NODRAW
to the entity. Note that this is different fromrendermode 10
.
EnableReceivingFlashlight
(in all games since )- Makes it so that the entity is lit by
env_projectedtexture
s.
DisableReceivingFlashlight
(in all games since )- Prevents the entity from being lit by
env_projectedtexture
s. The shadow made by the texture will still cast.
Reflection:
DisableDrawInFastReflection
(in all games since )- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since )- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since )- This object will not receive light or shadows from projected textures.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
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ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
BaseDoor:
OnClose
- Fired when the door starts to close.
OnOpen
- Fired when the door starts to open.
OnFullyClosed
- Fired when the door finishes closing. Reversed if Start Open flag is set.
OnFullyOpen
- Fired when the door finishes opening. Reversed if Start Open flag is set.
OnBlockedClosing
- Fired when the door has been blocked from closing.
!activator
is whatever blocks the door.
OnBlockedOpening
- Fired when the door has been blocked from opening.
!activator
is whatever blocks the door.
OnUnblockedClosing
- Fired when the door is no longer blocked from closing.
OnUnblockedOpening
- Fired when the door is no longer blocked from opening.
OnLockedUse
- Fired when the player tries to open the door but fails because it is locked.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in )- This output fires when the entity is killed and removed from the game.
See also
func_door_rotating
prop_door_rotating
func_lookdoor
- Creating Brush Entities (tutorial using
func_door
)