Template:KV Door: Difference between revisions
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<noinclude>{{lang|Template:KV Door}}[[Category:Keyvalue Templates|Door]]</noinclude> | |||
: < | {{minititle|BaseDoor}} | ||
{{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|intn=filtername|targetname|only={{hls}}|[[Filter]] to use to determine entities that can block the door.}} | |||
{{KV|Speed|intn=speed|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}} | |||
{{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|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|intn=startclosesound|sound|Sound to play when the door starts closing.}} | |||
{{KV|Stop Close Sound|intn=closesound|sound|Sound to play when the door stops closing.}} | |||
: {{ | {{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|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. | |||
:{{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|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. 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|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|Unlocked Sound|intn=unlocked_sound|sound|Sound played when door is unlocked.}} | |||
{{KV|Spawn Position|intn=spawnpos|integer choices|State the door should begin in. | |||
:*0: Closed | |||
:*1: Open}} | |||
{{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|intn=unlocked_sentence|choices|only={{hls}} {{hldms}}|Intercom voiceline for when the door is unlocked.}} | |||
{{KV|Loop Moving Sound?|intn=loopmovesound|bool|Makes the door's '''Start Sound''' loop until the door finishes moving. | |||
* | :{{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.}}}} | ||
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* | |||
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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
)
- 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.
InQuake, if this was set, the door would open when it took this much damage. Nonfunctional in most
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>- Deprecated.
InQuake 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 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
)
- Intercom voiceline for when the player tries to use the door, but it's locked.
- Unlocked Sentence (unlocked_sentence) <choices> (only in
)
- 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.
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.