Template:KV Door: Difference between revisions
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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. [todo tested in ?]
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. [todo tested in ?]
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{{ | {{minititle|BaseDoor}} | ||
{{KV|Linked Door (chainstodoor)|string|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 (filtername)|targetname|(For [[Half-Life: Source]]) [[Filter]] to use to determine entities that can block the door.}} | |||
{{KV|Speed (speed)|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}} | |||
{{KV|Start Sound (noise1)|sound|Sound to play when the door starts moving (regardless of opening or closing).}} | |||
{{KV|Stop Sound (noise2)|sound|Sound to play when the door stops moving (regardless of opening or closing).}} | |||
{{KV|Start Close Sound (startclosesound)|sound|Sound to play when the door starts closing.}} | |||
{{KV|Stop Close Sound (closesound)|sound|Sound to play when the door stops closing.}} | |||
{{KV|Delay Before Reset (wait)|float|Time until the door returns to the closed position. A value of -1 means the door never auto-closes.}} | |||
{{KV|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.}} | |||
{{KV|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 {{ent|trigger_teleport}} while using {{ent|noclip}}, they will not be damaged.}}}} | |||
{{KV|Force Closed (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 (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 (health)|int|deprecated=1|Do not use.}} | |||
{{KV|Message If Triggered (message)|string|deprecated=1|Do not use.}} | |||
{{KV|Locked Sound (locked_sound)|string|Sound played when the player tries to open the door, and fails because it's locked.}} | |||
{{KV|Unlocked Sound (unlocked_sound)|string|Sound played when door is unlocked.}} | |||
{{KV|Spawn Position (spawnpos)|choices|State the door should begin in. | |||
:*0: Closed | |||
:*1: Open}} | |||
; <del>Locked Sentence (locked_sentence)<code><choices></code></del> | |||
; <del>Unlocked Sentence (unlocked_sentence)<code><choices></code></del> | |||
: Deprecated. Were used in Half-Life to play the "access denied" voice. | |||
{{KV|Loop Moving Sound? (loopmovesound)|bool|Makes the door's '''Start Sound''' loop until the door finishes moving. | |||
; <del>Locked Sentence <code><choices></code></del> | {{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.}}}} | ||
; <del>Unlocked Sentence <code><choices></code></del> | |||
: Deprecated. Were used in | |||
}} |
Revision as of 18:02, 6 October 2018
BaseDoor:
- Linked Door (chainstodoor) ([todo internal name (i)]) <string> !FGD
- Passes the door's +use inputs and touch events onto a different door, so it also is activated.
- Block Filter Name (filtername) ([todo internal name (i)]) <targetname>
- (For Half-Life: Source) Filter to use to determine entities that can block the door.
- Speed (speed) ([todo internal name (i)]) <float>
- Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
- Start Sound (noise1) ([todo internal name (i)]) <sound>
- Sound to play when the door starts moving (regardless of opening or closing).
- Stop Sound (noise2) ([todo internal name (i)]) <sound>
- Sound to play when the door stops moving (regardless of opening or closing).
- Start Close Sound (startclosesound) ([todo internal name (i)]) <sound>
- Sound to play when the door starts closing.
- Stop Close Sound (closesound) ([todo internal name (i)]) <sound>
- Sound to play when the door stops closing.
- Delay Before Reset (wait) ([todo internal name (i)]) <float>
- Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
- Lip (lip) ([todo internal name (i)]) <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) ([todo internal name (i)]) <float>
- Amount of damage done to entities that block the movement of this door, per frame.

- Force Closed (forceclosed) ([todo internal name (i)]) <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) ([todo internal name (i)]) <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.
- Locked Sound (locked_sound) ([todo internal name (i)]) <string>
- Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound (unlocked_sound) ([todo internal name (i)]) <string>
- Sound played when door is unlocked.
- Spawn Position (spawnpos) ([todo internal name (i)]) <choices>
- State the door should begin in.
- 0: Closed
- 1: Open
Locked Sentence (locked_sentence)<choices>
Unlocked Sentence (unlocked_sentence)<choices>
- Deprecated. Were used in Half-Life to play the "access denied" voice.
- Loop Moving Sound? (loopmovesound) ([todo internal name (i)]) <boolean>
- Makes the door's Start Sound loop until the door finishes moving.
