Template:KV Door: Difference between revisions

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<noinclude>{{lang|Template:KV Door}}[[Category:Keyvalue Templates|Door]]</noinclude>
{{minititle|BaseDoor}}
{{minititle|BaseDoor}}
{{KV|Linked Door (chainstodoor)|string|nofgd=1|Passes the door's {{ent|+use}} inputs and touch events onto a different door, so it also is activated.}}
{{KV|Linked Door|intn=chainstodoor|target_destination|nofgd=1|Passes the door's {{ent|+use}} inputs and touch events onto a different door, so it also is activated.}}
{{KV|Block Filter Name (filtername)|targetname|(For [[Half-Life: Source]]) [[Filter]] to use to determine entities that can block the door.}}
{{KV|Block Filter Name|intn=filtername|targetname|only={{hls}}|[[Filter]] to use to determine entities that can block the door.}}
{{KV|Speed (speed)|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}
{{KV|Speed|intn=speed|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}
{{KV|Start Sound (noise1)|sound|Sound to play when the door starts moving (regardless of opening or closing).}}
{{KV|Start Sound|intn=noise1|sound|Sound to play when the door starts opening. Also plays when door starts closing if <tt>startclosesound</tt> is absent.}}
{{KV|Stop Sound (noise2)|sound|Sound to play when the door stops moving (regardless of opening or closing).}}
{{KV|Stop Sound|intn=noise2|sound|Sound to play when the door stops opening. Also plays when door stops closing if <tt>closesound</tt> is absent.}}
{{KV|Start Close Sound (startclosesound)|sound|Sound to play when the door starts closing.}}
{{KV|Start Close Sound|intn=startclosesound|sound|Sound to play when the door starts closing.}}
{{KV|Stop Close Sound (closesound)|sound|Sound to play when the door stops closing.}}
{{KV|Stop Close Sound|intn=closesound|sound|Sound to play when the door stops closing.}}
{{KV|Delay Before Reset (wait)|float|Time until the door returns to the closed position. A value of -1 means the door never auto-closes.}}
{{KV|Delay Before Reset|intn=wait|float|Time until the door returns to the closed position. A value of -1 means the door never auto-closes.}}
{{KV|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.}}
{{KV|Lip|intn=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.}}
{{KV|Blocking Damage (dmg)|float|Amount of damage done to entities that block the movement of this door, per frame.
{{KV|Blocking Damage|intn=dmg|float|Amount of damage done to entities that block the movement of this door, per frame.
 
:{{bug|hidetested=1|Normally a door will damage things blocking it, however if the player is teleported by a {{ent|trigger_teleport}} while using {{ent|noclip}}, they will not be damaged.}}}}
{{bug|Normally a door will damage things blocking it, however if the player is teleported by a {{ent|trigger_teleport}} while using {{ent|noclip}}, they will not be damaged.}}}}
{{KV|Force Closed|intn=forceclosed|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.}}
{{KV|Force Closed (forceclosed)|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.}}
{{KV|Ignore Debris|intn=ignoredebris|bool|Changes the door's [[collision group]] to <code>COLLISION_GROUP_INTERACTIVE</code>, which ignores debris objects. Not compatible with the ''Non-solid to Player'' spawnflag as it also sets a collision group.}}
{{KV|Ignore Debris (ignoredebris)|bool|Changes the door's [[collision group]] to <code>COLLISION_GROUP_INTERACTIVE</code>, which ignores debris objects. Not compatible with the ''Non-solid to Player'' spawnflag as it also sets a collision group.}}
{{KV|Health (shoot open)|intn=health|int|In {{Quake|2}}, if this was set, the door would open when it took this much damage. Nonfunctional in most {{Source|2}} games; can be emulated by parenting an invisible {{ent|func_button}} with spawnflag 512 set, and having the button target this door.|deprecated=1}}
{{KV|Health (health)|int|deprecated=1|Do not use.}}
{{KV|Message If Triggered|intn=message|string|deprecated=1|In {{Quake|2}} and {{GoldSrc|2}}, if this was set, a message would appear on the the player's hud when the door is locked and they attempt to open the door. Nonfunctional in most {{Source|2}} games; can be emulated by calling an {{ent|env_message}} with the door's {{code|OnLockedUse}} output.}}
{{KV|Message If Triggered (message)|string|deprecated=1|Do not use.}}
{{KV|Locked Sound|intn=locked_sound|sound|Sound played when the player tries to open the door, and fails because it's locked.}}
{{KV|Locked Sound (locked_sound)|string|Sound played when the player tries to open the door, and fails because it's locked.}}
{{KV|Unlocked Sound|intn=unlocked_sound|sound|Sound played when door is unlocked.}}
{{KV|Unlocked Sound (unlocked_sound)|string|Sound played when door is unlocked.}}
{{KV|Spawn Position|intn=spawnpos|integer choices|State the door should begin in.
{{KV|Spawn Position (spawnpos)|choices|State the door should begin in.
:*0: Closed
:*0: Closed
:*1: Open}}
:*1: Open}}
{{KV|Locked Sentence (locked_sentence)|choices|since=HLS|Intercom voiceline for when the player tries to use the door, but it's locked.}}
{{KV|Locked Sentence|intn=locked_sentence|choices|only={{hls}} {{hldms}}|Intercom voiceline for when the player tries to use the door, but it's locked.}}
{{KV|Unlocked Sentence (unlocked_sentence)|choices|since=HLS|Intercom voiceline for when the door is unlocked.}}
{{KV|Unlocked Sentence|intn=unlocked_sentence|choices|only={{hls}} {{hldms}}|Intercom voiceline for when the door is unlocked.}}
{{KV|Loop Moving Sound? (loopmovesound)|bool|Makes the door's '''Start Sound''' loop until the door finishes moving.
{{KV|Loop Moving Sound?|intn=loopmovesound|bool|Makes the door's '''Start Sound''' loop until the door finishes moving.


{{bug|If an [[Looping a Sound|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.}}}}
:{{bug|hidetested=1|If an [[Looping a Sound|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.}}}}

Latest revision as of 07:08, 20 May 2025

BaseDoor:

Linked Door (chainstodoor) <targetname> !FGD
Passes the door's +use inputs and touch events onto a different door, so it also is activated.
Block Filter Name (filtername) <targetname> (only in 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 opening. Also plays when door starts closing if startclosesound is absent.
Stop Sound (noise2) <sound>
Sound to play when the door stops opening. Also plays when door stops closing if closesound is absent.
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.
Icon-Bug.pngBug:Normally a door will damage things blocking it, however if the player is teleported by a trigger_teleport while using noclip, 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 (shoot open) (health) <integer> Obsolete
Deprecated.
In Quake Quake, if this was set, the door would open when it took this much damage. Nonfunctional in most Source Source games; can be emulated by parenting an invisible func_button with spawnflag 512 set, and having the button target this door.
Message If Triggered (message) <string> Obsolete
Deprecated.
In Quake Quake and GoldSrc GoldSrc, if this was set, a message would appear on the the player's hud when the door is locked and they attempt to open the door. Nonfunctional in most Source Source games; can be emulated by calling an env_message with the door's OnLockedUse output.
Locked Sound (locked_sound) <sound>
Sound played when the player tries to open the door, and fails because it's locked.
Unlocked Sound (unlocked_sound) <sound>
Sound played when door is unlocked.
Spawn Position (spawnpos) <integer choices>
State the door should begin in.
  • 0: Closed
  • 1: Open
Locked Sentence (locked_sentence) <choices> (only in Half-Life: Source Half-Life Deathmatch: Source)
Intercom voiceline for when the player tries to use the door, but it's locked.
Unlocked Sentence (unlocked_sentence) <choices> (only in Half-Life: Source Half-Life Deathmatch: Source)
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.
Icon-Bug.pngBug: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.