Template:Hl1 kv door: Difference between revisions

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This is a keyvalue for @BaseClass Door from {{hl|4}}
This is a keyvalue for @BaseClass Door ([[CBaseDoor (GoldSrc)|CBaseDoor]] in code) from {{hl|4}}. Used by {{ent|func_door|engine=GoldSrc}}, {{ent|func_door_rotating|engine=GoldSrc}}, and {{ent|func_water|engine=GoldSrc}}.
<onlyinclude>
<onlyinclude>{{Hl1_kv_targetname}}
{{Hl1_kv_targetname}}
:A named door will be locked, and can only opened by being [[target]]ed.
{{Hl1_kv_global}}
{{Hl1_kv_global}}
{{KV Angles}}
{{KV Angles}}
{{KV|KillTarget|intn=killtarget|target|When the door is triggered, it will remove the entity specified by this property from the game.}}
:For sliding doors, this is the direction the door will move when opened.
{{KV|Speed|intn=speed|integer|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}
:For rotating doors, this is the default rotation.
{{KV|Angular Velocity|intn=avelocity|vec3|nofgd=1|Only affects sliding doors. See {{twhl|Entity Attribute: Angular Velocity}}.}}
{{hl1 kv targetx}}
{{KV|Speed|intn=speed|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}
{{hl1_kv_master}}
{{hl1_kv_master}}
{{KV|Move Sound|intn=movesnd|integer choices}}
:A door with a master will be locked until the master condition is fulfilled.
{{KV|Move Sound|intn=movesnd|byte choices|}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
Line 13: Line 17:
|-
|-
|0
|0
|<code>No Sound</code>
|<tt>No Sound</tt>
|-
|-
|1
|1
|<code>Servo (Sliding)</code>
|<tt>Servo (Sliding)</tt>
|-
|-
|2
|2
|<code>Pneumatic (Sliding)</code>
|<tt>Pneumatic (Sliding)</tt>
|-
|-
|3
|3
|<code>Pneumatic (Rolling)</code>
|<tt>Pneumatic (Rolling)</tt>
|-
|-
|4
|4
|<code>Vacuum</code>
|<tt>Vacuum</tt>
|-
|-
|5
|5
|<code>Power Hydraulic</code>
|<tt>Power Hydraulic</tt>
|-
|-
|6
|6
|<code>Large Rollers</code>
|<tt>Large Rollers</tt>
|-
|-
|7
|7
|<code>Track Door</code>
|<tt>Track Door</tt>
|-
|-
|8
|8
|<code>Snappy Metal Door</code>
|<tt>Snappy Metal Door</tt>
|-
|-
|9
|9
|<code>Squeaky 1</code>
|<tt>Squeaky 1</tt>
|-
|-
|10
|10
|<code>Squeaky 2</code>
|<tt>Squeaky 2</tt>
|}
|}
{{KV|Stop Sound|intn=stopsnd|integer choices}}
{{KV|Stop Sound|intn=stopsnd|byte choices|}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
Line 51: Line 55:
|-
|-
|0
|0
|<code>No Sound</code>
|<tt>No Sound</tt>
|-
|-
|1
|1
|<code>Clang with brake</code>
|<tt>Clang with brake</tt>
|-
|-
|2
|2
|<code>Clang reverb</code>
|<tt>Clang reverb</tt>
|-
|-
|3
|3
|<code>Ratchet Stop</code>
|<tt>Ratchet Stop</tt>
|-
|-
|4
|4
|<code>Chunk</code>
|<tt>Chunk</tt>
|-
|-
|5
|5
|<code>Light airbrake</code>
|<tt>Light airbrake</tt>
|-
|-
|6
|6
|<code>Metal Slide Stop</code>
|<tt>Metal Slide Stop</tt>
|-
|-
|7
|7
|<code>Metal Lock Stop</code>
|<tt>Metal Lock Stop</tt>
|-
|-
|8
|8
|<code>Snappy Metal Stop</code>
|<tt>Snappy Metal Stop</tt>
|}
|}
:{{note|{{code|movesnd}} and {{code|stopsnd}} are effectively booleans in {{dod|2}}, with only one option, and {{code|stopsnd}}'s default sound being silent.}}
{{KV|delay before close, -1 stay open|intn=wait|integer|Time until the door returns to the closed position. A value of -1 means the door never auto-closes.}}
{{KV|delay before close, -1 stay open|intn=wait|integer|Time until the door returns to the closed position. A value of -1 means the door never auto-closes.}}
{{KV|Lip|intn=lip|integer|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|integer|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.}}
Line 84: Line 89:
{{KV|Delay before fire|intn=delay|integer|Delays the door from opening and/or closing (in seconds).}}
{{KV|Delay before fire|intn=delay|integer|Delays the door from opening and/or closing (in seconds).}}
{{KV|Fire on Close|intn=netname|string|}}
{{KV|Fire on Close|intn=netname|string|}}
{{KV|Health (shoot open)|intn=health|integer|With a non-zero value here, the door will have to be damaged to this extent to open.}}
{{KV|Health (shoot open)|intn=health|deprecated=1|integer|Leftover from {{quake|2}}, where the door would have to be damaged to this extent to open.}}
{{KV|Locked Sound|intn=locked_sound|integer choices}}
{{KV|Give health|intn=healthvalue|nofgd=1|byte|Health to heal player who opens the door (activator) when door is opened.<br>Leftover from the [[Half-Life Alpha]], where health cabinets using {{mono|func_door_rotating}} were used instead of {{ent|func_healthcharger|engine=goldsrc}}.}}
:{{important|This is infinite, unlike {{ent|func_healthcharger|engine=goldsrc}}; it will heal every time the door opens!}}
{{KV|Locked Sound|intn=locked_sound|byte choices}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
Line 91: Line 98:
|-
|-
|0
|0
|<code>None</code>
|<tt>None</tt>
|-
|-
|2
|2
|<code>Access Denied</code>
|<tt>Access Denied</tt>
|-
|-
|8
|8
|<code>Small zap</code>
|<tt>Small zap</tt>
|-
|-
|10
|10
|<code>Buzz</code>
|<tt>Buzz</tt>
|-
|-
|11
|11
|<code>Buzz Off</code>
|<tt>Buzz Off</tt>
|-
|-
|12
|12
|<code>Latch Locked</code>
|<tt>Latch Locked</tt>
|}
|}
{{KV|Unlocked Sound|intn=unlocked_sound|integer choices}}
{{KV|Unlocked Sound|intn=unlocked_sound|byte choices}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
Line 114: Line 121:
|-
|-
|0
|0
|<code>None</code>
|<tt>None</tt>
|-
|-
|1
|1
|<code>Big zap & Warmup</code>
|<tt>Big zap & Warmup</tt>
|-
|-
|3
|3
|<code>Access Granted</code>
|<tt>Access Granted</tt>
|-
|-
|4
|4
|<code>Quick Combolock</code>
|<tt>Quick Combolock</tt>
|-
|-
|5
|5
|<code>Power Deadbolt 1</code>
|<tt>Power Deadbolt 1</tt>
|-
|-
|6
|6
|<code>Power Deadbolt 2</code>
|<tt>Power Deadbolt 2</tt>
|-
|-
|7
|7
|<code>Plunger</code>
|<tt>Plunger</tt>
|-
|-
|8
|8
|<code>Small zap</code>
|<tt>Small zap</tt>
|-
|-
|9
|9
|<code>Keycard Sound</code>
|<tt>Keycard Sound</tt>
|-
|-
|10
|10
|<code>Buzz</code>
|<tt>Buzz</tt>
|-
|-
|13
|13
|<code>Latch Unlocked</code>
|<tt>Latch Unlocked</tt>
|}
|}
{{KV|Locked Sentence|intn=locked_sentence|integer choices}}
{{KV|Locked Sentence|intn=locked_sentence|byte choices}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
Line 152: Line 159:
|-
|-
|0
|0
|<code>None</code>
|<tt>None</tt>
|-
|-
|1
|1
|<code>Gen. Access Denied</code>
|<tt>Gen. Access Denied</tt>
|-
|-
|2
|2
|<code>Security Lockout</code>
|<tt>Security Lockout</tt>
|-
|-
|3
|3
|<code>Blast Door</code>
|<tt>Blast Door</tt>
|-
|-
|4
|4
|<code>Fire Door</code>
|<tt>Fire Door</tt>
|-
|-
|5
|5
|<code>Chemical Door</code>
|<tt>Chemical Door</tt>
|-
|-
|6
|6
|<code>Radiation Door</code>
|<tt>Radiation Door</tt>
|-
|-
|7
|7
|<code>Gen. Containment</code>
|<tt>Gen. Containment</tt>
|-
|-
|8
|8
|<code>Maintenance Door</code>
|<tt>Maintenance Door</tt>
|-
|-
|9
|9
|<code>Broken Shut Door</code>
|<tt>Broken Shut Door</tt>
|}
|}
{{KV|Unlocked Sentence|intn=unlocked_sentence|integer choices}}
{{KV|Unlocked Sentence|intn=unlocked_sentence|byte choices}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
Line 187: Line 194:
|-
|-
|0
|0
|<code>None</code>
|<tt>None</tt>
|-
|-
|1
|1
|<code>Gen. Access Granted</code>
|<tt>Gen. Access Granted</tt>
|-
|-
|2
|2
|<code>Security Disengaged</code>
|<tt>Security Disengaged</tt>
|-
|-
|3
|3
|<code>Blast Door</code>
|<tt>Blast Door</tt>
|-
|-
|4
|4
|<code>Fire Door</code>
|<tt>Fire Door</tt>
|-
|-
|5
|5
|<code>Chemical Door</code>
|<tt>Chemical Door</tt>
|-
|-
|6
|6
|<code>Radiation Door</code>
|<tt>Radiation Door</tt>
|-
|-
|7
|7
|<code>Gen. Containment</code>
|<tt>Gen. Containment</tt>
|-
|-
|8
|8
|<code>Maintenance Door</code>
|<tt>Maintenance Door</tt>
|}
|}
{{KV|Minimum light level|intn=_minlight|string|}}
{{Hl1_kv_renderfields}}</onlyinclude>
{{Hl1_kv_renderfields}}
</onlyinclude>

Latest revision as of 10:44, 2 May 2025

This is a keyvalue for @BaseClass Door (CBaseDoor in code) from Half-Life Half-Life. Used by func_door, func_door_rotating, and func_water.

Name (targetname) <string>
The targetname that other entities refer to this entity by.
A named door will be locked, and can only opened by being targeted.
Global Entity Name (globalname) <string>
Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.
For sliding doors, this is the direction the door will move when opened.
For rotating doors, this is the default rotation.
Angular Velocity (avelocity) <vector3> !FGD
Only affects sliding doors. See Twhl hammer emote.png Entity Attribute: Angular Velocity.
Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Delay before trigger (delay) <integer>
Delay in seconds before firing the targeted entity.
Killtarget (killtarget) <targetname>
Entity to remove when activated.
Speed (speed) <float>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Master (master) <targetname>
Name of a master entity. If the master hasn't been activated, this entity will not activate.
A door with a master will be locked until the master condition is fulfilled.
Move Sound (movesnd) <byte choices>
# Name
0 No Sound
1 Servo (Sliding)
2 Pneumatic (Sliding)
3 Pneumatic (Rolling)
4 Vacuum
5 Power Hydraulic
6 Large Rollers
7 Track Door
8 Snappy Metal Door
9 Squeaky 1
10 Squeaky 2
Stop Sound (stopsnd) <byte choices>
# Name
0 No Sound
1 Clang with brake
2 Clang reverb
3 Ratchet Stop
4 Chunk
5 Light airbrake
6 Metal Slide Stop
7 Metal Lock Stop
8 Snappy Metal Stop
Note.pngNote:movesnd and stopsnd are effectively booleans in Day of Defeat Day of Defeat, with only one option, and stopsnd's default sound being silent.
delay before close, -1 stay open (wait) <integer>
Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip (lip) <integer>
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.
Damage inflicted when blocked (dmg) <integer>
How much damage the player receives if he gets stuck between the door and something solid.
Message If Triggered (message) <string>
Message appears when the entity has been triggered.
Target (target) <targetname>
When the door is opened, it triggers the entity with the name specified by Target
Delay before fire (delay) <integer>
Delays the door from opening and/or closing (in seconds).
Fire on Close (netname) <string>
Health (shoot open) (health) <integer> Obsolete
Deprecated.
Leftover from Quake Quake, where the door would have to be damaged to this extent to open.
Give health (healthvalue) <byte> !FGD
Health to heal player who opens the door (activator) when door is opened.
Leftover from the Half-Life Alpha, where health cabinets using func_door_rotating were used instead of func_healthcharger.
Icon-Important.pngImportant:This is infinite, unlike func_healthcharger; it will heal every time the door opens!
Locked Sound (locked_sound) <byte choices>
# Name
0 None
2 Access Denied
8 Small zap
10 Buzz
11 Buzz Off
12 Latch Locked
Unlocked Sound (unlocked_sound) <byte choices>
# Name
0 None
1 Big zap & Warmup
3 Access Granted
4 Quick Combolock
5 Power Deadbolt 1
6 Power Deadbolt 2
7 Plunger
8 Small zap
9 Keycard Sound
10 Buzz
13 Latch Unlocked
Locked Sentence (locked_sentence) <byte choices>
# Name
0 None
1 Gen. Access Denied
2 Security Lockout
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance Door
9 Broken Shut Door
Unlocked Sentence (unlocked_sentence) <byte choices>
# Name
0 None
1 Gen. Access Granted
2 Security Disengaged
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance Door
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Value Description
0 Normal
1 Slow Pulse
2 Fast Pulse
3 Slow Wide Pulse
4 Fast Wide Pulse
5 Slow Fade Away
6 Fast Fade Away
7 Slow Become Solid
8 Fast Become Solid
9 Slow Strobe
10 Fast Strobe
11 Faster Strobe
12 Slow Flicker
13 Fast Flicker
14 Constant Glow
15 Distort
16 Hologram (Distort + fade)
Render Mode (rendermode) <choices>
Render Mode to use.
Value Description
0 Normal
1 Color
2 Texture
3 Glow
4 Solid
5 Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.