prop_door_rotating
prop_door_rotating
is a point entity available in all Source games.
It creates an ordinary hinged door that can be opened by players and NPCs.
$collisiontext
prop_door_rotating
entity if you create your own mod.Hinge Axis
in Hammer is broken. Work around is to simply modify the model and set the origin to the hinge location.Contents
Supported Models
Only specific models will work properly with this entity. They are:
props_c17\door01_left.mdl
props_c17\door02_double.mdl
props_doors\door03_slotted_left.mdl
props_c17\door03_left.mdl
Half-Life 2: Episode One
props_doors\door01_dynamic.mdl
is not valid; it is meant for npc_furniture
.<onlyinclude>
Most newer games have a model folder called "Props_Doors" where all doors are found, including static props that will not work for prop_door_rotating.
For a door model to be compatible, it must be a physics prop (Seen in Model broswers Info Tab) and the model origin must be on the hinge side of the door, because doors rotate around its origin.
Keyvalues
- Slave name
(slavename)
<targetname> - Name of any door(s) that should open and close at the same time as this one. You could also give them all the same name.
- Hardware Type
(hardware)
<choices> - The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
- None
- Lever (i.e. door handle)
- Push bar
- Keypad Note: Keypad hardware only has a model in Half Life 2 EP1 & EP2. In other games it is used to change the lock and unlock door sounds.
- Spawn Position
(spawnpos)
<choices> - State the door should begin in. Check the door's angles to see forward/backward orientation.
- Closed
- Open forward
- Open back
- Ajar
- Ajar Angles
(ajarangles)
<angle> - If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
- Hinge Axis
(axis)
<axis> - Todo:
- Rotation Distance
(distance)
<float> - Number of degrees that the door should open, both forward and backward.
- Speed
(speed)
<integer> - In degrees/second.
- Fully Open Sound
(soundopenoverride)
<string> - Sound played when the door has finished opening.
- Fully Closed Sound
(soundcloseoverride)
<string> - Sound played when the door has finished closing.
- Moving Sound
(soundmoveoverride)
<string> - Sound played when the door starts to move.
- Locked Sound
(soundlockedoverride)
<string> - Optional overrides to the sounds played by the door. Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound
(soundunlockedoverride)
<string> - Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
- Delay Before close
(returndelay)
<integer> - Number of seconds the door waits until closing by itself. -1 means never auto-close.
- Damage Inflicted When Blocked
(dmg)
<integer> - If an entity is blocking the door from moving, inflict this much damage per frame.
- Can Damage Player
(candamageplayer)
<boolean> (only in ) - If set, this door will kill the player blocking it. Used for the large blast doors in infra_c7_m2_bunker.
- Note:This replaces the "Damage Inflicted When Blocked" keyvalue in INFRA .
- Force Closed
(forceclosed)
<boolean> - If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
- Open Direction
(opendir)
<choices> - Force the door to open only forwards or only backwards. It will normally try to swing away from the entity that opened it, unless it is being blocked on the other side.
- Both directions
- Forward only
- Backward only
Health(???)
<integer>- Deprecated. Health for the door.
- Glow Distance
(glowdist)
<integer> (in all games since ) - Default is 1024.
- Does the prop glow by default?
(glowenabled)
<boolean> (in all games since ) - Enables the door to glow. Default is set to off.
- Glow Color
(glowcolor)
<color255> (in all games since ) - The color of the glow (if enabled).
Glow:
- Glow Range
(glowrange)
<integer> (only in ) - Range at which the glow becomes visible. 0 means always visible.
- Glow Range Min
(glowrangemin)
<integer> (only in ) - Range at which the glow stops being visible. 0 means always visible.
- Glow Color Override (R G B)
(glowcolor)
<color255> (only in ) - Change the render color of the glow.
Studiomodel:
(modelscale)
<float> (in all games since )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.
|
Reflection:
- Render in Fast Reflections
(drawinfastreflection)
<boolean> (in all games since ) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
}}
BaseFadeProp:
- Start Fade Dist (fademindist)
(???)
<float> (in all games since ) - Distance at which the prop starts to fade.
- End Fade Dist (fademaxdist)
(???)
<float> (in all games since ) - Max fade distance at which the prop is visible.
- If start fade is <0, the prop will disappear instantly when end fade is hit.
- If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
- The values will scale appropriately if the prop is in a 3D Skybox.
- Fade Scale (fadescale)
(???)
<float> (in all games since ) - If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Base:
- 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
- [
1
] : Starts Open
- [
2048
] : Starts locked
- [
4096
] : Door silent (No sound, and does not alert NPCs)
- [
8192
] : Use closes
- [
16384
] : Door silent to NPCs (Does not alert NPCs)
- [
32768
] : Ignore player +USE
Inputs
Open
- Open the door.
Close
- Close the door.
Toggle
- Toggle the door between open and closed.
OpenAwayFrom
<targetname>- Open the door away from the specified entity.
Lock
- Lock the door.
Unlock
- Unlock the door.
SetRotationDistance
<float>- Degrees of rotation that the door will open.
MoveToRotationDistance
<float> (in all games since ) (also in )- Sets the open distance (in degrees) and moves there.
SetSpeed
<float>- Set the speed at which the door rotates.
- Note:Default is 200 in L4D.
SetAnimation
<string> (only in )- Force the door to play an animation. The parameter should be the name of the animation.
SetAnimationNoReset
<string> (only in )- Force the door to play an animation unless the door is already playing the animation. The parameter should be the name of the animation.
Break
!FGD- Immediately break the door. It will skip the damage models and only spawn the gibs of the current model.
Glow:
Model:
SetBodyGroup
<integer>- Sets the the active
$bodygroup
.
Ignite
- Makes the entity catch on fire indefinitely.
IgniteLifetime
<float>- Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires
<integer> (removed since )- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in onward.
IgniteHitboxFireScale
<float> (removed since )- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in onward.
BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains
$collisionjoints
. For other models,phys_convert
can be used instead.
SetLightingOrigin
<targetname>- Sets the entity's lighting origin to use this entity's position.
(removed since )SetLightingOriginHack
<targetname>- Deprecated. Offsets the entity's lighting origin by their distance from an
info_lighting_relative
. UseSetLightingOrigin
instead.
fademindist
<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist
<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale
<vector> (only in )- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.Tip:The
modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing.
SetCycle
<float> (only in )- Skip to a specific point in the current animation.
SetModel
<string> (only in )- Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
SetPlayBackRate
<float> (only in )- Change the animation speed multiplier.
Alpha
<integer>- 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.
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"
|
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.
Studiomodel:
OnIgnite
- Fired when this object catches fire.
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.
Custom Door Models
- Create
ACT_IDLE
,ACT_DOOR_LOCKED
andACT_DOOR_OPEN
activities. - Add a
door_options
$keyvalues
block:
$keyvalues
{
prop_data
{
blocklos 1
}
door_options
{
default // Fallbacks if something is missing elsewhere
{
open Doors.FullOpen1
close Doors.FullClose1
move Doors.Move1
locked DoorHandles.Locked1
unlocked DoorHandles.Unlocked1
}
hardware0 // First hardware type, by default a handle
{
locked DoorSound.Null
unlocked DoorSound.Null
}
hardware1 // Push bar
{
locked DoorHandles.Locked1
unlocked DoorHandles.Unlocked1
}
hardware2 // Keypad
{
locked DoorHandles.Locked2
unlocked DoorHandles.Unlocked2
}
skin0 // Skin-specific sounds, including a custom surfaceprop.
{
open Doors.FullOpen4
close Doors.FullClose4
move Doors.Move4
surfaceprop wood // If no skin is specified, surfaceprop is always wood, no matter what's written elsewhere
}
}
}
L4D Series Doors
The Left 4 Dead series introduced a new set of doors that can be broken down by Infected.
Those new doors make use of $collisiontext
and new "Pound" and "Damage" listings in door_options
, highlighted below.
Some doors in L4D2, which were ported from L4D, also have the following activities, although they do not seem to work: ACT_DOOR_ANIMTOLOCK
, ACT_DOOR_ANIMTOUNLOCK
, ACT_DOOR_OPENFAIL
.
ACT_DOOR_LOCKED
do not seem to work. Only workaround seems to be manually adding I/O connections to the door in hammer, or play a specific sequence when used while locked.$collisiontext
{
break
{
"model" "Props_downtown\door_interior_128_01_dm01_02" //Spawns a debris model.
"health" "100"
"fadetime" "10"
}
}
$keyvalues
{
prop_data
{
"base" "Door.Standard"
"allowstatic" "1"
"blocklos" "1"
"dmg.bullets" "0" //Bullets will no longer damage this door. In L4D2 this is only used on the last damage model.
}
door_options
{
"defaults"
{
"open" "Doors.FullOpen1"
"close" "Doors.FullClose1"
"move" "Doors.Move1"
"locked" "DoorHandles.Locked1"
"unlocked" "DoorHandles.Unlocked1"
"pound" "Doors.Wood.Pound1" //Sound that plays when infected attack the door to break it down.
"surfaceprop" "wood" //Overwrites Surfaceprop.
"damage1" "props_downtown\door_interior_128_01_DM01_01" //What the first damage model is.
"damage2" "props_downtown\door_interior_128_01_DM02_01" //What the second damage model is.
"damage3" "props_downtown\door_interior_128_01_DM03_01" //What the third damage model is.
}
}
}
The "Damage1", "Damage2" and "Damage3" lines determine what models will be used for the broken stages of this door model.
See also
func_door
(sliding, brush-based)func_door_rotating
(brush-based)- Door creation
- WiseDoor - example use and illustration of doors.