Func lookdoor: Difference between revisions

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{{wrongtitle|title=func_lookdoor}}
{{LanguageBar}}
{{CD|CLookDoor|file1=look_door.cpp}}
{{this is a|brush entity|name=func_lookdoor|game=Half-Life 2 series}} It's a door that moves, either when looked by a targeted object or when a target object comes near the door.  Behavior can be either based on viewing direction or proximity alone, or on a combination of both.


==Entity Description==
{{FuncMoveLinear notes}}
A door that moves either when looked by a targeted object or when a target object comes near the door.  Behavior can be either based on viewing direction or proximity alone, or on a combination of both.  If inverted the doors behavior will be the opposite.
{{brushmodel}}


==Availability==
{{stray ent|{{portal}}}}
{{in game|brush}} {{game|HL2}}
 
{{in code|class=class_c_look_door.html CLookDoor|file=look__door_8cpp-source.html hl2_dll\look_door.cpp}}
==Flags==
{{not in FGD}}{{Fl FuncMoveLinear}}
{{minititle|LookDoor}}
{{fl|8192|LookDoor Threshold}}
{{fl|16384|LookDoor Invert|Make the door behave oppositely. Player has to be ''outside'' '''Proximity Distance''', and not looking at the door within '''Field of View'''.}}
{{fl|32768|LookDoor From Open}}


==Keyvalues==
==Keyvalues==
* {{kv targetname}}
{{Brush rendering note}}
* {{kv parentname}}
* {{kv origin}}
* {{not in fgd}} '''target'''
: <target_destination> View cone switch for this door. (Necessary to trigger it.)
* '''movedir'''
: <angle> The direction the brushes will move, when told to.
* '''startposition'''
: <float> Position of brush when spawned. The range is a value between 0.0 and 1.0, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
* '''speed'''
: <integer> The speed that the brush moves, in inches per second.
* '''movedistance'''
: <float> The distance from the starting point that the brush should move, in inches.
* '''blockdamage'''
: <float> The amount of damage to do to any entity that blocks the brushes, per frame.
* '''startsound'''
: <sound> Sound played when the brush starts moving.
* '''stopsound'''
: <sound> Sound played when the brush stops moving.
*'''ProximityDistance'''
:<float> If non-zero, proximity range over which door will move.
*'''ProximityOffset'''
:<float> Offset from the target object.
*'''FieldOfView'''
:<float> If non-zero, field of view over which door will move.


==Flags==
{{KV Targetname}}
*8 : Not Solid
{{KV|Target|intn=target|target_destination|nofgd=1|Thing (probably a {{ent|player}}) that we will check for [[LOS]] to the door.}}
*8192 : LookDoor Threshold
{{KV|Proximity Distance|intn=ProximityDistance|float|If non-zero, how close target must be for door to move.}}
*16384 : LookDoor Invert
{{KV|Proximity Offset|intn=ProximityOffset|float|Offset from the target object.}}
*32768 : LookDoor From Open
{{KV|Field of View|intn=FieldOfView|float|If non-zero, how far away from the door the target can look while still triggering it.}}
{{KV FuncMoveLinear}}


==Inputs==
==Inputs==
* {{i targetname}}
{{I|InvertOn|Enabled inverted behavior.}}
* {{i parentname}}
{{I|InvertOff|Turn door behavior back to the normal method.}}
* '''Open'''
{{I FuncMoveLinear|l4d2=0}}
: Move the brush to the end position (starting position + (move direction * move distance)).
* '''Close'''
: Move the brush to the starting position.
* '''SetPosition <float>'''
: Move the brush to a specific position defined by a value. This value modifies the movedistance like this (starting position + (move distance * set position)). Meaning a movedistance of 128 set positioned for 2 will move 256 units.
*'''InvertOn'''
:InvertOn - when set behavior of door is inverted.
*'''InvertOff'''
:InvertOff - when set behavior of door is normal.


==Outputs==
==Outputs==
* {{o targetname}}
{{O FuncMoveLinear}}
* '''OnFullyOpen'''
: Fired when the brush reaches the end position (starting position + (move direction * move distance)).
* '''OnFullyClosed'''
: Fired when the brush reaches the starting position.
 
==See Also==
 
* [[func_door]]
 
[[Category:Entities]][[Category:Brush Entities]]

Latest revision as of 06:43, 9 May 2025

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C++ Class hierarchy
CLookDoor
CFuncMoveLinear
CBaseToggle
CBaseEntity
C++ look_door.cpp

func_lookdoor is a brush entity available in Half-Life 2 series Half-Life 2 series. It's a door that moves, either when looked by a targeted object or when a target object comes near the door. Behavior can be either based on viewing direction or proximity alone, or on a combination of both.

Note.pngNote:The SetPosition input and Start Position keyvalue do not perform any bounds checking, so values less than 0 and greater than 1 can be used. Negative values will move in the opposite direction to the movement direction, and values greater than 1 will move it in multiples of the set Move Distance. Moving past the opened/closed position does not trigger the OnFullyOpen and OnFullyClosed outputs.
Icon-Bug.pngBug:There are bugs that may arise when parenting this entity to any of these: func_movelinear, func_lookdoor, func_water_analog. A func_door (or for func_water_analog, func_water) can be used as a workaround. (see here for a code fix)[ Code Fix]
Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.
Note.pngNote:This entity is also in the code for Portal. Its functionality is not guaranteed.


Flags

!FGDFuncMoveLinear:

Not Solid : [8]
Icon-Bug.pngBug:Physics objects cannot be constrained to this entity when this flag is enabled.  [todo tested in ?]

LookDoor:

LookDoor Threshold : [8192]
LookDoor Invert : [16384]
Make the door behave oppositely. Player has to be outside Proximity Distance, and not looking at the door within Field of View.
LookDoor From Open : [32768]

Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


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

Target (target) <targetname> !FGD
Thing (probably a player) that we will check for LOS to the door.
Proximity Distance (ProximityDistance) <float>
If non-zero, how close target must be for door to move.
Proximity Offset (ProximityOffset) <float>
Offset from the target object.
Field of View (FieldOfView) <float>
If non-zero, how far away from the door the target can look while still triggering it.

FuncMoveLinear:

Move Direction (Pitch Yaw Roll) (movedir) <angle>
The direction the entity will move in.
Start Position (startposition) <float>
Position of brush when spawned, where 0 is the starting position and 1 is starting position + (move direction * move distance).
Speed (speed) <integer>
The speed that the brush moves, in inches per second.
Move Distance (movedistance) <float>
The distance from the starting point that the brush should move, in inches.
Block Damage (blockdamage) <float>
The amount of damage to do to any entity that blocks the brushes, per frame.
Icon-Bug.pngBug:Block damage doesn't function on players who passed through a trigger_teleport using noclip, though it will have effect again if the the player goes through a trigger_teleport without noclip.  [todo tested in ?]
Sound played when the brush starts moving. (startsound) <sound>
The sound to play when the brush starts moving.
Sound played when the brush stops moving. (stopsound) <sound>
The sound to play when the brush stops moving.

Inputs

InvertOn
Enabled inverted behavior.
InvertOff
Turn door behavior back to the normal method.

FuncMoveLinear:

Open
Move the brush to the end position (starting position + (move direction * move distance)).
Close
Move the brush to the starting position.
SetPosition <floatRedirectInput/float>
Move the brush to a specific position, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
SetSpeed <floatRedirectInput/float>
Set the speed and update immediately.


Outputs

FuncMoveLinear:

OnFullyOpen
!activator = !caller = this entity
Fired when the brush reaches the end position (starting position + (move direction * move distance)).
OnFullyClosed
!activator = !caller = this entity
Fired when the brush reaches the starting position.