Template:KV Door: Difference between revisions
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SirYodaJedi (talk | contribs) m (Not a thing in GoldSrc either; just managed to stay in the FGD because nobody removed the QUAKED comment) |
SirYodaJedi (talk | contribs) (easier solution for quake-style doors) |
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{{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|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|intn=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|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|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.}}}} | ||
{{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|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|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|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|Health (shoot open)|intn=health|int|In {{Quake|2}}, if this was set, the door would open when it took this much damage. | {{KV|Health (shoot open)|intn=health|int|In {{Quake|2}}, if this was set, the door would open when it took this much damage. A shoot-to-open door can be created using {{ent|func_button}} or {{ent|func_rot_button}} instead.|deprecated=1}} | ||
{{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|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|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|intn=locked_sound|sound|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|intn=unlocked_sound|sound|Sound played when door is unlocked.}} | ||
{{KV|Spawn Position|intn=spawnpos|choices|State the door should begin in. | {{KV|Spawn Position|intn=spawnpos|integer choices<!--uses enum instead of bool-->|State the door should begin in. | ||
:*0: Closed | :*0: Closed | ||
:*1: Open}} | :*1: Open}} | ||
{{KV|Locked Sentence|intn=locked_sentence|choices | {{KV|Locked Sentence Group|intn=locked_sentence|byte choices|Intercom voiceline for when the player tries to use the door, but it's locked.}} | ||
{{ | :{{expand|title=Sentence Groups|1=<ol start=0> | ||
<li>None (Default) | |||
<li>Gen. Access Denied (<tt>NA</tt>) | |||
<li>Security Lockout (<tt>ND</tt>) | |||
<li>Blast Door (<tt>NF</tt>) | |||
<li>Fire Door (<tt>NFIRE</tt>) | |||
<li>Chemical Door (<tt>NCHEM</tt>) | |||
<li>Radiation Door (<tt>NRAD</tt>) | |||
<li>Gen. Containment (<tt>NCON</tt>) | |||
<li>Maintenance Door (<tt>NH</tt>) | |||
<li>Broken Shut Door (<tt>NG</tt>) | |||
}} | |||
:{{note|These sentences and their associated sound files used may not exist outside of {{hls}}{{hldms}}.}} | |||
{{KV|Unlocked Sentence Group|intn=unlocked_sentence|byte choices|Intercom voiceline for when the door is unlocked.}} | |||
:{{expand|title=Sentence Groups|1=<ol start=0> | |||
<li>None (Default) | |||
<li>Gen. Access Granted (<tt>EA</tt>) | |||
<li>Security Disengaged (<tt>ED</tt>) | |||
<li>Blast Door (<tt>EF</tt>) | |||
<li>Fire Door (<tt>EFIRE</tt>) | |||
<li>Chemical Door (<tt>ECHEM</tt>) | |||
<li>Radiation Door (<tt>ERAD</tt>) | |||
<li>Gen. Containment (<tt>ECON</tt>) | |||
<li>Maintenance Door (<tt>EH</tt>) | |||
}} | |||
:{{note|These sentences and their associated sound files may not exist outside of {{hls}}{{hldms}}.}} | |||
{{KV|Loop Moving Sound?|intn=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 00:31, 1 November 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
) - 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.
Bug: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>
- Deprecated.
In
Quake, if this was set, the door would open when it took this much damage. A shoot-to-open door can be created using func_button or func_rot_button instead.
Message If Triggered (message) <string>
- Deprecated.
In
Quake and
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 games; can be emulated by calling an env_message with the door's OnLockedUseoutput.
- 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 Group (locked_sentence) <byte choices>
- Intercom voiceline for when the player tries to use the door, but it's locked.
Sentence Groups - None (Default)
- Gen. Access Denied (NA)
- Security Lockout (ND)
- Blast Door (NF)
- Fire Door (NFIRE)
- Chemical Door (NCHEM)
- Radiation Door (NRAD)
- Gen. Containment (NCON)
- Maintenance Door (NH)
- Broken Shut Door (NG)
- Unlocked Sentence Group (unlocked_sentence) <byte choices>
- Intercom voiceline for when the door is unlocked.
Sentence Groups - None (Default)
- Gen. Access Granted (EA)
- Security Disengaged (ED)
- Blast Door (EF)
- Fire Door (EFIRE)
- Chemical Door (ECHEM)
- Radiation Door (ERAD)
- Gen. Containment (ECON)
- Maintenance Door (EH)
- 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.