Prop door rotating checkpoint: Difference between revisions

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{{LanguageBar}}
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{{CD|CPropDoorRotatingCheckpoint}}
{{CD|CPropDoorRotatingCheckpoint}}
{{this is a|point entity|name=prop_door_rotating_checkpoint|series=Left 4 Dead}} It is a special variant of {{ent|prop_door_rotating}} for checkpoint doors in the world.
{{This is a|model entity|name=prop_door_rotating_checkpoint|series=Left 4 Dead}} It is a special variant of {{ent|prop_door_rotating}} for checkpoint doors in the world.


It's used by {{ent|info_changelevel}} to determine when to start the transition to the next map when all Survivors stand inside. If the door is closed and all Survivors are inside, a properly set-up checkpoint transition will start. If the door is not present, the transition starts immediately when all Survivors enter.
It's used by {{ent|info_changelevel}} to determine when to start the transition to the next map when all survivors stand inside. Usually only 1 door is used for ending checkpoint but it's possible to have multiple doors in which case all of them need to be closed. No doors is also possible but to achieve that the checkpoint must start with at least one door which is then killed afterwards via for example {{ent|logic_auto}}'s OnMapSpawn output. Having no doors this way might be useful in order to have saferoom activated by a button and utilizing Enable/Disable inputs of the info_changelevel entity or just have a saferoom that starts the transition immediately as all survivors touch it.


In Versus mode, the starting checkpoint door cannot be closed and is opened automatically if it remains closed for the amount of seconds specified in <code>versus_force_start_time</code>.
In Versus mode, the starting checkpoint door cannot be closed after it's been opened and it opens automatically if it remains closed for the amount of seconds specified in <code>versus_force_start_time</code> {{↓|Convars|cvar}}.


{{Note|Notices and information how to set up doors on <code>prop_door_rotating</code> page also applies here}}
{{Note|Notices and information how to set up doors on <code>prop_door_rotating</code> page also applies here}}
{{OtherKIO|prop_door_rotating|All}}
{{OtherKIO|prop_door_rotating|All}}
{{Note|The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found [[L4D Level Design/Checkpoints"Last Stand" Saferoom Door|here]]}}
{{Note|The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found [[L4D Level Design/Checkpoints#"Last Stand" Saferoom Door|here]]}}


==Convars==
== Gallery ==
{{varcom|start}}
Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models {{code|0x}} and {{code|-0x}} differ by having hinge on the opposite side. For each of these models there's also static version with {{code|_static}} at the end which are usable as {{ent|prop_static}}.
{{varcom|z_checkpoint_debug|0|boolean}}
{{varcom|versus_force_start_time|90|seconds|Starts versus game after this amount of time, even if survivors are still inside the safe room}}
{{varcom|end}}
 
==Gallery==
Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models {{code|0x}} and {{code|-0x}} differ by having hinge on the opposite side. For each of these models there's also static version of with {{code|_static}} at the end which are usable as {{ent|prop_static}}.
<gallery mode=nolines widths=400px heights=350px>
<gallery mode=nolines widths=400px heights=350px>
checkpoint_door_01.jpg|<code>models/props_doors/checkpoint_door_01.mdl</code> and <code>models/props_doors/checkpoint_door_-01.mdl</code>
checkpoint_door_01.jpg|<code>models/props_doors/checkpoint_door_01.mdl</code> and <code>models/props_doors/checkpoint_door_-01.mdl</code>
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</gallery>
</gallery>


==See also==
== Convars ==
{{varcom|start}}
{{varcom|z_checkpoint_debug|0|boolean|Shows detected checkpoints and checkpoint doors and areas associated with them.}}
{{varcom|versus_force_start_time|90|seconds|Starts versus game after this amount of time, even if survivors are still inside the safe room}}
{{varcom|end}}
 
== See also ==
* {{ent|prop_door_rotating}}
* {{ent|prop_door_rotating}}
* [[Door creation]]
* [[Door creation]]

Latest revision as of 02:01, 11 June 2025

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C++ Class hierarchy
CPropDoorRotatingCheckpoint
CPropDoorRotating
CBasePropDoor
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_door_rotating_checkpoint is a model entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It is a special variant of prop_door_rotating for checkpoint doors in the world.

It's used by info_changelevel to determine when to start the transition to the next map when all survivors stand inside. Usually only 1 door is used for ending checkpoint but it's possible to have multiple doors in which case all of them need to be closed. No doors is also possible but to achieve that the checkpoint must start with at least one door which is then killed afterwards via for example logic_auto's OnMapSpawn output. Having no doors this way might be useful in order to have saferoom activated by a button and utilizing Enable/Disable inputs of the info_changelevel entity or just have a saferoom that starts the transition immediately as all survivors touch it.

In Versus mode, the starting checkpoint door cannot be closed after it's been opened and it opens automatically if it remains closed for the amount of seconds specified in versus_force_start_time cvar ↓.

Note.pngNote:Notices and information how to set up doors on prop_door_rotating page also applies here
Note.pngNote:All Keyvalues / Inputs / Outputs are same as prop_door_rotating.
Note.pngNote:The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found here

Gallery

Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models 0x and -0x differ by having hinge on the opposite side. For each of these models there's also static version with _static at the end which are usable as prop_static.

Convars

Cvar/Command Parameters or default value Descriptor Effect
z_checkpoint_debug 0 boolean Shows detected checkpoints and checkpoint doors and areas associated with them.
versus_force_start_time 90 seconds Starts versus game after this amount of time, even if survivors are still inside the safe room

See also