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{{LanguageBar}} {{source topicon}}
{{wrongtitle|title=prop_door_rotating}}
{{CD|CPropDoorRotating|file1=props.cpp}}
{{base_point}}
[[File:Door01 left - handle01 - skin 3.jpg|100px|right|thumb|Wooden door with lever hardware]]
[[File:Door01 left - handle02 - skin 9.jpg|100px|right|thumb|Metal door with push bar hardware]]


== Entity description ==
{{for|about=the point entity|the brush entity|<tt>[[func_door_rotating]]</tt>}}
An entity used to place a standard door in the world.
{{this is a|model entity|name=prop_door_rotating}}
It creates an ordinary hinged door that can be opened by players and NPCs.


{{note|A handle is placed upon the door in game, but the handle does not show in Hammer.}}
{{Note|{{l4d|since}}{{gmod|also}} Rotating doors can be destructible if the model used was compiled with {{ent|$collisiontext}}}}
{{Bug|Using raw door sound will cause the sound to play everywhere in the map, despite the distance. This can be ignored in singleplayer games, but may be a problem in multiplayer games, because all players will hear the door throughout the whole map. This can be fixed by using [[soundscripts|Soundscripts]], or modifying the code of the <code>prop_door_rotating</code> entity if you create your own mod.}}
{{Bug|Specifying a Custom <code>Hinge Axis</code> in Hammer is broken. Workaround is to modify the model, setting the origin to the hinge location.}}
{{Bug|{{portal}} Firing a portal at a <code>prop_door_rotating</code> will cause the projectile to hang in midair in front of the player. Repeatedly doing this can cause extreme lag, and eventually lead to a crash. There is currently no known workaround for this.}}
{{Warning|When making custom door props, add a [[#Custom Door Models|door_options ↓]] $keyvalue block, else every single door will throw an error about missing door_options. This won't cause any ill side effects, other than spamming the console with the same error multiple times.}}
{{confirm|Determine and note if the bugs mentioned above are fixed in notable third-party games, mods, and engine branches (ex {{mapbase}}, {{strata}}, {{jbep3}}).}}
== Supported Models ==


For a sliding door, use [[func_door]] instead. For a ''brush-based'' rotating/pivoting door, use [[func_door_rotating]] instead.
{{HL2}}Only specific models will work properly with this entity. They are:


To make a pair of doors open and close together, give them the same '''targetname'''.
* <code>props_c17\door01_left.mdl</code>
* <code>props_c17\door02_double.mdl</code>
* <code>props_doors\door03_slotted_left.mdl</code>
* <code>props_c17\door03_left.mdl</code> {{game_link|Half-Life 2: Episode One}}
{{note|<code>props_doors\door01_dynamic.mdl</code> is ''not'' valid; it is meant for {{ent|npc_furniture}}.}}<onlyinclude>


{{note|<code>props_doors/door01_dynamic.mdl</code> is not a valid rotating door prop. It is instead meant for use as an [[npc_furniture]] entity. See the door struggle at the end of ''d1_trainstation_03'' for an example of its use.}}
Most newer games have a model folder called "Props_Doors" where all doors are found, including static props that will not work for prop_door_rotating.<br>
 
For a door model to be compatible, it must be a physics prop (Seen in Model broswers ''Info'' Tab) and the model origin must be on the hinge side of the door, because doors rotate around its origin.
* See also [[WiseDoor]] - Example use and illustration of doors.
[[File:Prop door rotating.png|300px|right|thumb|Example of a compatible door (Green) and an incompatible door (Red)<br> Note the origin of the red door being in the bottom middle. That is where the door would rotate along.]]


== Keyvalues ==
== Keyvalues ==
* {{kv targetname}}
{{KV Targetname}}
* {{kv parentname}}
{{KV|Slave name|intn=slavename|targetname|Name of any door(s) that should open and close at the same time as this one. You could also give them all the same name.}}
* {{kv angles}}
{{KV|Hardware Type|intn=hardware|choices|The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
* {{kv global}}
:* 0 - None
* {{kv studiomodel}}
:* 1 - Lever (i.e. door handle)
* '''hardware'''
:* 2 - Push bar
: <choices> Hardware Type
:* 3 - Keypad {{note| Keypad hardware only has a model in Half Life 2 EP1 & EP2. In other games it is used to change the lock and unlock door sounds.}}}}
:{|
{{KV|Spawn Position|intn=spawnpos|choices|State the door should begin in. Check the door's angles to see forward/backward orientation.
! Literal Value || Description
:* 0 - Closed
|-
:* 1 - Open forward
| 0 || <None>
:* 2 - Open back
|-
:* 3 - Ajar}}
| 1 || Lever
{{KV|Ajar Angles|intn=ajarangles|angle|If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.}}
|-
{{KV|Hinge Axis|intn=axis|axis|{{todo}}
| 2 || Push bar
{{note|Despite Hinge Axis values, the door can only rotate on the Z Axis}}}}
|-
{{KV|Rotation Distance|intn=distance|float|Number of degrees that the door should open, both forward and backward.}}
| {{ep1 add|3}} || {{ep1 add|Keypad}}
{{KV|Speed|intn=speed|int|In degrees/second.}}
|}
{{KV|Fully Open Sound|intn=soundopenoverride|string|Sound played when the door has finished opening.}}
* '''spawnpos'''
{{KV|Fully Closed Sound|intn=soundcloseoverride|string|Sound played when the door has finished closing.}}
: <choices> Spawn Position
{{KV|Moving Sound|intn=soundmoveoverride|string|Sound played when the door starts to move.}}
:{|
{{KV|Locked Sound|intn=soundlockedoverride|string|Optional overrides to the sounds played by the door. Sound played when the player tries to open the door, and fails because it's locked.}}
! Literal Value || Description
{{KV|Unlocked Sound|intn=soundunlockedoverride|string|Optional overrides to the sounds played by the door. Sound played when the door is unlocked.}}
|-
{{KV|Delay Before close|intn=returndelay|int|Number of seconds the door waits until closing by itself. -1 means never auto-close.}}
| 0 || Closed
{{KV|Damage Inflicted When Blocked|intn=dmg|int|If an entity is blocking the door from moving, inflict this much damage ''per frame''.}}
|-
{{KV|Can Damage Player|intn=candamageplayer|bool|If set, this door will kill the player blocking it. Used for the large blast doors in ''infra_c7_m2_bunker''.
| 1 || Open forward
:{{Note|This replaces the "Damage Inflicted When Blocked" keyvalue in {{game link|INFRA}}.}}|only=INFRA}}
|-
{{KV|Force Closed|intn=forceclosed|bool|If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.}}
| 2 || Open back
{{KV|Open Direction|intn=opendir|choices|
|-
: Force the door to open only forwards or only backwards. It will normally try to swing away from the entity that opened it, unless it is being blocked on the other side.
| 3 || Ajar (use Ajar Angles)
:* Both directions
|}
:* Forward only
* '''ajarangles'''
:* Backward only}}
: <angle> If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed.
{{KV|Pressure Delay|intn=PressureDelay|float|Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.|nofgd=1}}
* '''axis'''
{{KV|Health (shoot open)|intn=health|int|In {{Quake|2}} and {{GoldSrc|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 [[parent]]ing an invisible {{ent|func_button}} with spawnflag 512 set, and having the button target this door.|deprecated=1}}
: <axis> Hinge Axis - Altering these values apparently has no effect. (Possible bug.)
{{KV|Glow Distance|intn=glowdist|int|Default is 1024.
* '''distance'''
{{todo|Same as L4D2's Glow Range?}}|since=CSGO}}
: <float> The amount, in degrees, that the door should rotate when opened.
{{KV|Does the prop glow by default?|intn=glowenabled|bool|Enables the door to glow. Default is set to off.|since=CSGO}}
* '''speed'''
{{KV|Glow Color|intn=glowcolor|color255|The color of the glow (if enabled).|since=CSGO}}
: <integer> The speed at which the door moves.
{{KV Glow}}
* '''soundopenoverride'''
{{KV CBaseAnimating|no sequence=1}}
: <sound> Sound played when the door has finished opening. OnFullyOpen is triggered at this time.
* '''soundcloseoverride'''
: <sound> Sound played when the door has finished closing. OnFullyClosed is triggered at this time.
* '''soundmoveoverride'''
: <sound> Sound played when the door starts to move.
* '''returndelay'''
: <integer> Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself.
* '''dmg'''
: <integer> Amount of damage done to entities that block the movement of this door, per frame.
* '''health'''
: <integer> 0 = Unbreakable // NEEDHELP: Doesn't look like this is hooked up anymore?
* '''soundlockedoverride'''
: <sound> Sound played when the player tries to open the door, and fails because it's locked.
* '''soundunlockedoverride'''
: <sound> Sound played when the door is unlocked.
* '''forceclosed'''
: {{boolean}} If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
* '''{{ep1 add|slavename}}'''
: <target_destination> The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes).
* '''{{ep1 add|opendir}}'''
: <choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior.
:{|
! Literal Value || Description
|-
| 0 || Open Both Directions
|-
| 1 || Open Forward Only
|-
| 2 || Open Backward Only
|}
=== The Ship ===
* '''opendirection'''
: <choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior.  "opendir" does not apply to [[The Ship]].
:{|
! Literal Value || Description
|-
| 0 || Open Both Directions
|-
| 1 || Open Forward Only
|-
| 2 || Open Backward Only
|}


== Flags ==
== Flags ==
* 1 : Starts Open
{{Fl|1|Starts Open}}
* 2048 : Starts locked
{{Fl|64|Use Hitboxes for Renderbox|nofgd=1}}
* 4096 : Door silent (No sound, and does not alert NPCs)
{{Fl|256|Start with collision disabled|nofgd=1}}
* 8192 : Use closes
{{Fl|2048|Starts locked}}
* 16384 : Door silent to NPCS (Does not alert NPCs)
{{Fl|4096|Door silent (No sound, and does not alert NPCs)}}
* 32768 : Ignore player +USE
{{Fl|8192|Use closes}}
{{Fl|16384|Door silent to NPCs (Does not alert NPCs)}}
{{Fl|32768|Ignore player +USE}}
{{Fl|524288|Start Unbreakable|since={{l4d}}}}
{{fl|524288|Start Breakable|since={{Csgo}}|also={{gmod}}}}
 
{{Fl BreakableProp|nofgd=1}}


== Inputs ==
== Inputs ==
* {{i targetname}}
{{I|Open|Open the door.}}
* {{i parentname}}
{{I|Close|Close the door.}}
* {{i studiomodel}}
{{I|Toggle|Toggle the door between open and closed.}}
* '''Open'''
{{I|OpenAwayFrom|param=targetname|Open the door away from the specified entity.}}
: Open the door, if it is not fully open.
{{I|Lock|Lock the door.
* '''OpenAwayFrom <target_destination>'''
:{{note|In {{l4d}}{{l4d2}}, if spawnflag 8192 is active, you can lock the safe room door only after survivors open it.}}}}
: Open the door away from the specified entity.
{{I|Unlock|Unlock the door.}}
* '''Close'''
{{I|SetRotationDistance|param=float|Degrees of rotation that the door will open.}}
: Close the door, if it is not fully closed.
{{I|MoveToRotationDistance|param=float|Sets the open distance (in degrees) and moves there.|since=P2|also={{GMOD}}}}
* '''Toggle'''
{{I|SetSpeed|param=float|Set the speed at which the door rotates.
: Toggle the door between open and closed.
:{{note|Default is 200 in L4D.}}
* '''Lock'''
:{{bug|tested={{P2}}{{tsp}}|Using this input while the door isn't moving causes its Fully Open Sound to play.}}
: Lock the door.
:{{bug|tested={{tsp}}|Using this input while the door is ajar will cause it to start silently rotating toward 0 degrees at the set speed, and the above bug will not apply. When the door is opened afterwards it will rotate toward its proper position.}}}}
* '''Unlock'''
{{I|SetUnbreakable|The door can't be broken.|since=L4D|also={{gmod}}}}
: Unlock the door.
{{I|SetBreakable|The door can be broken.|since=L4D|also={{gmod}}}}
* '''{{ep1 add|SetRotationDistance <float>}}'''
{{I|SetAnimation|param=string|Force the door to play an animation. The parameter should be the name of the animation.|only=INFRA}}
: Set the distance (in degrees) between Open and Closed.
{{I|SetAnimationNoReset|param=string|Force the door to play an animation unless the door is already playing the animation. The parameter should be the name of the animation.|only=INFRA}}
{{I|SetGlowEnabled|Starts the glow.|since=CSGO}}
{{I|SetGlowDisabled|Stops the glow.|since=CSGO}}
{{I|Break|Immediately break the door. It will skip the damage models and only spawn the gibs of the current model.|nofgd=1}}
{{I Glow}}


== Outputs ==
== Outputs ==
* {{o targetname}}
{{O|OnRotationDone|Fired when the door arrives at its goal angle.|since=P2|also=GMOD}}
* {{o studiomodel}}
{{O Door}}
* {{o door}}
 
== Custom Door Models ==
# Create <code>ACT_IDLE</code>, <code>ACT_DOOR_LOCKED</code> and <code>ACT_DOOR_OPEN</code> [[activities]].
# Add a '''<code>door_options</code>''' {{ent|$keyvalues}} block:
 
{{Warning|At least one of Valve's door models ({{Path|props_c17\door01_left|mdl}}) used "default" instead of "defaults" for its fallbacks block, which has no effect. {{src13|in}}<br>
If you are creating a new door model, ''do not make this mistake!'' The aforementioned model's sounds only work because it has sound overrides for each available skin, including the default.}}
<source>
$keyvalues
{
prop_data
{
blocklos 1
}
door_options
{
defaults // Fallbacks if something is missing elsewhere
{
open Doors.FullOpen1
close Doors.FullClose1
move Doors.Move1
locked DoorHandles.Locked1
unlocked DoorHandles.Unlocked1
}
hardware0 // First hardware type, by default a handle
{
locked DoorSound.Null
unlocked DoorSound.Null
}
hardware1 // Push bar
{
locked DoorHandles.Locked1
unlocked DoorHandles.Unlocked1
}
hardware2 // Keypad
{
locked DoorHandles.Locked2
unlocked DoorHandles.Unlocked2
}
 
skin0  // Skin-specific sounds, including a custom surfaceprop.
{
open Doors.FullOpen4
close Doors.FullClose4
move Doors.Move4
surfaceprop wood  // If no skin is specified, surfaceprop is always wood, no matter what's written elsewhere
}
}
}
</source>
{{clarify|How handle placement works}}
==={{l4ds}} L4D Series Doors===
The Left 4 Dead series introduced a new set of doors that can be broken down by Infected.<br>
Those new doors make use of {{ent|$collisiontext}} and new "Pound" and "Damage" listings in <code>door_options</code>, highlighted below.<br>
Some doors in L4D2, which were ported from L4D, also have the following activities, although they do not seem to work: <code>ACT_DOOR_ANIMTOLOCK</code>, <code>ACT_DOOR_ANIMTOUNLOCK</code>, <code>ACT_DOOR_OPENFAIL</code>.
{{note|Animations with the activity <code>ACT_DOOR_LOCKED</code> do not seem to work. Only workaround seems to be manually adding I/O connections to the door in hammer, or play a specific sequence when used while locked.}}
<syntaxhighlight lang=text highlight=1-9,18,31-35>
$collisiontext
{
break
{
"model" "Props_downtown\door_interior_128_01_dm01_02" //Spawns a debris model.
"health" "100"
"fadetime" "10"
}
}
 
$keyvalues
{
prop_data
{
"base" "Door.Standard"
"allowstatic" "1"
"blocklos" "1"
"dmg.bullets" "0"  //Bullets will no longer damage this door. In L4D2 this is only used on the last damage model.
 
}
door_options
{
"defaults"
{
"open" "Doors.FullOpen1"
"close" "Doors.FullClose1"
"move" "Doors.Move1"
"locked" "DoorHandles.Locked1"
"unlocked" "DoorHandles.Unlocked1"
 
"pound" "Doors.Wood.Pound1" //Sound that plays when infected attack the door to break it down.
"surfaceprop" "wood" //Overwrites Surfaceprop.
"damage1" "props_downtown\door_interior_128_01_DM01_01" //What the first damage model is.
"damage2" "props_downtown\door_interior_128_01_DM02_01" //What the second damage model is.
"damage3" "props_downtown\door_interior_128_01_DM03_01" //What the third damage model is.
}
}
}
</syntaxhighlight>
The "Damage1", "Damage2" and "Damage3" lines determine what models will be used for the broken stages of this door model.<br>
{{warning|All damage models need their own set of door options. Not having door options for the damaged models will cause those doors to be silent if you decide to immediately use a damaged door.}}
 
== See also ==
* {{ent|func_door}} (sliding, [[brush]]-based)
* {{ent|func_door_rotating}} (brush-based)
* {{ent|prop_door_rotating_checkpoint}}
* [[Door creation]]
* [[WiseDoor]] - example use and illustration of doors.
 
[[Category:QC Keyvalues]]
[[Category:Prop entities|door rotating]]

Latest revision as of 10:05, 18 August 2025

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C++ Class hierarchy
CPropDoorRotating
CBasePropDoor
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity
C++ props.cpp
Wooden door with lever hardware
Metal door with push bar hardware
This article is about the point entity. For the brush entity, see func_door_rotating.

prop_door_rotating is a model entity available in all Source Source games. It creates an ordinary hinged door that can be opened by players and NPCs.

Note.pngNote:(in all games since Left 4 Dead)(also in Garry's Mod) Rotating doors can be destructible if the model used was compiled with $collisiontext
Icon-Bug.pngBug:Using raw door sound will cause the sound to play everywhere in the map, despite the distance. This can be ignored in singleplayer games, but may be a problem in multiplayer games, because all players will hear the door throughout the whole map. This can be fixed by using Soundscripts, or modifying the code of the prop_door_rotating entity if you create your own mod.  [todo tested in ?]
Icon-Bug.pngBug:Specifying a Custom Hinge Axis in Hammer is broken. Workaround is to modify the model, setting the origin to the hinge location.  [todo tested in ?]
Icon-Bug.pngBug:Portal Firing a portal at a prop_door_rotating will cause the projectile to hang in midair in front of the player. Repeatedly doing this can cause extreme lag, and eventually lead to a crash. There is currently no known workaround for this.  [todo tested in ?]
Warning.pngWarning:When making custom door props, add a door_options ↓ $keyvalue block, else every single door will throw an error about missing door_options. This won't cause any ill side effects, other than spamming the console with the same error multiple times.
Confirm:Determine and note if the bugs mentioned above are fixed in notable third-party games, mods, and engine branches (ex Mapbase, Strata Source, Jabroni Brawl: Episode 3).

Supported Models

Half-Life 2Only specific models will work properly with this entity. They are:

  • props_c17\door01_left.mdl
  • props_c17\door02_double.mdl
  • props_doors\door03_slotted_left.mdl
  • props_c17\door03_left.mdl Half-Life 2: Episode One Half-Life 2: Episode One
Note.pngNote:props_doors\door01_dynamic.mdl is not valid; it is meant for npc_furniture.

Most newer games have a model folder called "Props_Doors" where all doors are found, including static props that will not work for prop_door_rotating.
For a door model to be compatible, it must be a physics prop (Seen in Model broswers Info Tab) and the model origin must be on the hinge side of the door, because doors rotate around its origin.

Example of a compatible door (Green) and an incompatible door (Red)
Note the origin of the red door being in the bottom middle. That is where the door would rotate along.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Slave name (slavename) <targetname>
Name of any door(s) that should open and close at the same time as this one. You could also give them all the same name.
Hardware Type (hardware) <choices>
The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
  • 0 - None
  • 1 - Lever (i.e. door handle)
  • 2 - Push bar
  • 3 - Keypad
    Note.pngNote: Keypad hardware only has a model in Half Life 2 EP1 & EP2. In other games it is used to change the lock and unlock door sounds.
Spawn Position (spawnpos) <choices>
State the door should begin in. Check the door's angles to see forward/backward orientation.
  • 0 - Closed
  • 1 - Open forward
  • 2 - Open back
  • 3 - Ajar
Ajar Angles (ajarangles) <angle>
If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
Hinge Axis (axis) <axis>
[Todo]
Note.pngNote:Despite Hinge Axis values, the door can only rotate on the Z Axis
Rotation Distance (distance) <float>
Number of degrees that the door should open, both forward and backward.
Speed (speed) <integer>
In degrees/second.
Fully Open Sound (soundopenoverride) <string>
Sound played when the door has finished opening.
Fully Closed Sound (soundcloseoverride) <string>
Sound played when the door has finished closing.
Moving Sound (soundmoveoverride) <string>
Sound played when the door starts to move.
Locked Sound (soundlockedoverride) <string>
Optional overrides to the sounds played by the door. Sound played when the player tries to open the door, and fails because it's locked.
Unlocked Sound (soundunlockedoverride) <string>
Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
Delay Before close (returndelay) <integer>
Number of seconds the door waits until closing by itself. -1 means never auto-close.
Damage Inflicted When Blocked (dmg) <integer>
If an entity is blocking the door from moving, inflict this much damage per frame.
Can Damage Player (candamageplayer) <boolean> (only in INFRA)
If set, this door will kill the player blocking it. Used for the large blast doors in infra_c7_m2_bunker.
Note.pngNote:This replaces the "Damage Inflicted When Blocked" keyvalue in INFRA INFRA .
Force Closed (forceclosed) <boolean>
If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
Open Direction (opendir) <choices>
Force the door to open only forwards or only backwards. It will normally try to swing away from the entity that opened it, unless it is being blocked on the other side.
  • Both directions
  • Forward only
  • Backward only
Pressure Delay (PressureDelay) <float> !FGD
Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Health (shoot open) (health) <integer> Obsolete
Deprecated.
In Quake Quake and GoldSrc GoldSrc, 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.
Glow Distance (glowdist) <integer> (in all games since Counter-Strike: Global Offensive)
Default is 1024.
Todo: Same as L4D2's Glow Range?
Does the prop glow by default? (glowenabled) <boolean> (in all games since Counter-Strike: Global Offensive)
Enables the door to glow. Default is set to off.
Glow Color (glowcolor) <color255> (in all games since Counter-Strike: Global Offensive)
The color of the glow (if enabled).

Glow:

Glow State (glowstate) <choices> (only in Left 4 Dead 2)
  • OFF
  • +use
  • look-at
  • ON
Glow Range (glowrange) <integer> (only in Left 4 Dead 2)
Range at which the glow becomes visible on approach. 0 means always visible.
Glow Range Min (glowrangemin) <integer> (only in Left 4 Dead 2)
Inner range at which the glow stops being visible on approach. 0 means always visible.
Glow Color Override (R G B) (glowcolor) <color255> (only in Left 4 Dead 2)
Change the render color of the glow.

CBaseAnimating:

World Model (model) <model path>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05.
Bodygroup (body / SetBodyGroup) <integer>
Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note.pngNote:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.


Lighting Origin (lightingorigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

Flags

Starts Open : [1]
Use Hitboxes for Renderbox : [64] !FGD
Start with collision disabled : [256] !FGD
Starts locked : [2048]
Door silent (No sound, and does not alert NPCs) : [4096]
Use closes : [8192]
Door silent to NPCs (Does not alert NPCs) : [16384]
Ignore player +USE : [32768]
Start Unbreakable : [524288] (in all games since Left 4 Dead)
Start Breakable : [524288] (in all games since Counter-Strike: Global Offensive) (also in Garry's Mod)

BreakableProp:

Break on Touch : [16] !FGD
Break on Pressure : [32] !FGD
Will break after being stood on for PressureDelay seconds.
Note.pngNote:Some models will break instantly if this is or isn't set. (e.g. militiawindow02_breakable.mdl, window_industrial.mdl)

Inputs

Open
Open the door.
Close
Close the door.
Toggle
Toggle the door between open and closed.
OpenAwayFrom <targetnameRedirectInput/string>
Open the door away from the specified entity.
Lock
Lock the door.
Note.pngNote:In Left 4 DeadLeft 4 Dead 2, if spawnflag 8192 is active, you can lock the safe room door only after survivors open it.
Unlock
Unlock the door.
SetRotationDistance <floatRedirectInput/float>
Degrees of rotation that the door will open.
MoveToRotationDistance <floatRedirectInput/float> (in all games since Portal 2) (also in Garry's Mod)
Sets the open distance (in degrees) and moves there.
SetSpeed <floatRedirectInput/float>
Set the speed at which the door rotates.
Note.pngNote:Default is 200 in L4D.
Icon-Bug.pngBug:Using this input while the door isn't moving causes its Fully Open Sound to play.  (tested in: Portal 2The Stanley Parable)
Icon-Bug.pngBug:Using this input while the door is ajar will cause it to start silently rotating toward 0 degrees at the set speed, and the above bug will not apply. When the door is opened afterwards it will rotate toward its proper position.  (tested in: The Stanley Parable)
SetUnbreakable  (in all games since Left 4 Dead) (also in Garry's Mod)
The door can't be broken.
SetBreakable  (in all games since Left 4 Dead) (also in Garry's Mod)
The door can be broken.
SetAnimation <stringRedirectInput/string> (only in INFRA)
Force the door to play an animation. The parameter should be the name of the animation.
SetAnimationNoReset <stringRedirectInput/string> (only in INFRA)
Force the door to play an animation unless the door is already playing the animation. The parameter should be the name of the animation.
SetGlowEnabled  (in all games since Counter-Strike: Global Offensive)
Starts the glow.
SetGlowDisabled  (in all games since Counter-Strike: Global Offensive)
Stops the glow.
Break  !FGD
Immediately break the door. It will skip the damage models and only spawn the gibs of the current model.

Glow:

StartGlowing  (only in Left 4 Dead 2)
Turn on glow effect for this prop.
StopGlowing  (only in Left 4 Dead 2)
Turn off this prop's glow effect.


Outputs

OnRotationDone  (in all games since Portal 2) (also in Garry's Mod)
Fired when the door arrives at its goal angle.

BaseDoor:

OnClose
!activator = the door itself if closed by player, if closed by Close input the activator of the input is used
!caller = this entity
Fired when the door starts to close.
OnOpen
!activator = the door itself if opened by player, if opened by Open or OpenAwayFrom input the activator of the input is used
!caller = this entity
Fired when the door starts to open.
Note.pngNote:OnOpen/OnClose outputs fire twice if initiated by input. First time !activator is the activator of the input second time !activator is equal to the door itself.
OnFullyClosed
!activator = player that closed the door
!caller = this entity
Fired when the door finishes closing. Reversed if Start Open flag is set.
OnFullyOpen
!activator = !caller = this entity
Fired when the door finishes opening. Reversed if Start Open flag is set.
OnBlockedClosing
!activator = entity that blocks the door
!caller = this entity
Fired when the door has been blocked from closing.
OnBlockedOpening
!activator = entity that blocks the door
!caller = this entity
Fired when the door has been blocked from opening.
OnUnblockedClosing
!activator = !caller = this entity
Fired when the door is no longer blocked from closing.
OnUnblockedOpening
!activator = !caller = this entity
Fired when the door is no longer blocked from opening.
OnLockedUse
!activator = caller = the player pressing use
Fired when the player tries to open the door but fails because it is locked.

Custom Door Models

  1. Create ACT_IDLE, ACT_DOOR_LOCKED and ACT_DOOR_OPEN activities.
  2. Add a door_options $keyvalues block:
Warning.pngWarning:At least one of Valve's door models (🖿props_c17\door01_left.mdl) used "default" instead of "defaults" for its fallbacks block, which has no effect. (in Source 2013)
If you are creating a new door model, do not make this mistake! The aforementioned model's sounds only work because it has sound overrides for each available skin, including the default.
$keyvalues
{
	prop_data
	{
		blocklos 1
	}
	door_options
	{
		defaults // Fallbacks if something is missing elsewhere
		{
			open	Doors.FullOpen1
			close	Doors.FullClose1
			move	Doors.Move1
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware0 // First hardware type, by default a handle
		{
			locked		DoorSound.Null
			unlocked	DoorSound.Null
		}
		hardware1 // Push bar
		{
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware2 // Keypad
		{
			locked		DoorHandles.Locked2
			unlocked	DoorHandles.Unlocked2
		}

		skin0  // Skin-specific sounds, including a custom surfaceprop.
		{
			open	Doors.FullOpen4
			close	Doors.FullClose4
			move	Doors.Move4
			surfaceprop	wood  // If no skin is specified, surfaceprop is always wood, no matter what's written elsewhere
		}
	}
}
Clarify: How handle placement works

Left 4 Dead seriesLeft 4 Dead series L4D Series Doors

The Left 4 Dead series introduced a new set of doors that can be broken down by Infected.
Those new doors make use of $collisiontext and new "Pound" and "Damage" listings in door_options, highlighted below.
Some doors in L4D2, which were ported from L4D, also have the following activities, although they do not seem to work: ACT_DOOR_ANIMTOLOCK, ACT_DOOR_ANIMTOUNLOCK, ACT_DOOR_OPENFAIL.

Note.pngNote:Animations with the activity ACT_DOOR_LOCKED do not seem to work. Only workaround seems to be manually adding I/O connections to the door in hammer, or play a specific sequence when used while locked.
$collisiontext
{
	break 
	{
		"model"		"Props_downtown\door_interior_128_01_dm01_02" //Spawns a debris model.
		"health"		"100"
		"fadetime"		"10"
	}
}

$keyvalues
{
	prop_data 
	{
		"base"			"Door.Standard"
		"allowstatic"	"1"
		"blocklos"		"1"
		"dmg.bullets"	"0"  //Bullets will no longer damage this door. In L4D2 this is only used on the last damage model.

	}
	door_options 
	{
		"defaults"		 
		{
			"open"			"Doors.FullOpen1"
			"close"			"Doors.FullClose1"
			"move"			"Doors.Move1"
			"locked"		"DoorHandles.Locked1"
			"unlocked"		"DoorHandles.Unlocked1"

			"pound"			"Doors.Wood.Pound1"								//Sound that plays when infected attack the door to break it down.
			"surfaceprop"	"wood"											//Overwrites Surfaceprop.
			"damage1"		"props_downtown\door_interior_128_01_DM01_01"	//What the first damage model is.
			"damage2"		"props_downtown\door_interior_128_01_DM02_01" 	//What the second damage model is.
			"damage3"		"props_downtown\door_interior_128_01_DM03_01" 	//What the third damage model is.
		}
	}
}

The "Damage1", "Damage2" and "Damage3" lines determine what models will be used for the broken stages of this door model.

Warning.pngWarning:All damage models need their own set of door options. Not having door options for the damaged models will cause those doors to be silent if you decide to immediately use a damaged door.

See also