Template:KV Door: Difference between revisions

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m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified)
 
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'''speed'''
<noinclude>{{lang|Template:KV Door}}[[Category:Keyvalue Templates|Door]]</noinclude>
: <integer> Speed that the door moves in units per second.
{{minititle|BaseDoor}}
* '''wait'''
{{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.}}
: <float> Time until the door returns to the closed position. A value of 0 means the door never closes.
{{KV|Block Filter Name|intn=filtername|targetname|only={{hls}}|[[Filter]] to use to determine entities that can block the door.}}
* '''lip'''
{{KV|Speed|intn=speed|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}
: <integer> This is the number of units the door is from the frame in the open position.
{{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.}}
* '''dmg'''
{{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.}}
: <integer> Damage to deal to objects blocking the door.
{{KV|Start Close Sound|intn=startclosesound|sound|Sound to play when the door starts closing.}}
* '''forceclosed'''
{{KV|Stop Close Sound|intn=closesound|sound|Sound to play when the door stops closing.}}
: {{Boolean}} Force the door closed even if blocked.
{{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.}}
* '''health'''
{{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.
* '''locked_sentence'''
:{{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.}}
* '''unlocked_sentence'''
{{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}}
* '''loopmovesound'''
{{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.}}
* '''movedir'''
{{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.
* '''globalname'''
:*0: Closed
:
:*1: Open}}
* '''noise1'''
{{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.}}
: <path> Audio to play when the door opens.
{{KV|Unlocked Sentence|intn=unlocked_sentence|choices|only={{hls}} {{hldms}}|Intercom voiceline for when the door is unlocked.}}
* '''noise2'''
{{KV|Loop Moving Sound?|intn=loopmovesound|bool|Makes the door's '''Start Sound''' loop until the door finishes moving.
: <path> Audio to play when the door closes.
 
* '''message'''
:{{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.}}}}
:
* '''locked_sound'''
: <path> Audio to play when the player tries to open the door and it is locked.
* '''unlocked_sound'''
: <path> Audio to play when the door becomes unlocked.
* '''_minlight'''
: <integer> Minimum light level.

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.