Prop door rotating: Difference between revisions
Jump to navigation
Jump to search
Bug:Using custom door sounds while using custom door models will cause the sounds to play at the same volume throughout the whole 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 modifying the code of the
Bug:Specifying a Custom
Bug:
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 ?]
Note:
Note:Despite Hinge Axis values, the door can only rotate on the Z Axis
Note:These keyvalues may not be available in some FGDs. When used in a game before L4D, there is an abrupt render cut-off rather than an actual fade.
Bug:The RenderField properties do not show up in hammer, but can be manually added by turning off SmartEdit and entering the key and appropriate values. [todo tested in ?]
Note: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.
m (Updated information on attempting to use fade distances on games before L4D) |
(Add portal projectile bug) |
||
Line 7: | Line 7: | ||
{{bug|Using custom door sounds while using custom door models will cause the sounds to play at the same volume throughout the whole 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 modifying the code of the <code>prop_door_rotating</code> entity if you create your own mod.}} | {{bug|Using custom door sounds while using custom door models will cause the sounds to play at the same volume throughout the whole 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 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. Work around is to simply modify the model and set the origin to the hinge location.}} | {{bug|Specifying a Custom <code>Hinge Axis</code> in Hammer is broken. Work around is to simply modify the model and set the origin to the hinge location.}} | ||
{{bug|{{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|Does this still happen in Portal 2?}} | |||
== Supported models == | == Supported models == |
Revision as of 12:24, 27 June 2020
Template:Base point It creates an ordinary hinged door that can be opened by players and NPCs.
- Todo: Explain how!

prop_door_rotating
entity if you create your own mod. [todo tested in ?]
Hinge Axis
in Hammer is broken. Work around is to simply modify the model and set the origin to the hinge location. [todo tested in ?]

- Todo: Does this still happen in Portal 2?
Supported models
Only 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
Models can be found in other source games by searching for "door" in the model browser. If the model has a tick next to physics under the info tab, then it will work.

props_doors\door01_dynamic.mdl
is not valid; it is meant for npc_furniture.Keyvalues
- Slave name (slavename) ([todo internal name (i)]) <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) ([todo internal name (i)]) <choices>
- The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
- None
- Lever (i.e. door handle)
- Push bar
- Keypad
Note: Keypad hardware has no model ingame.
- Spawn Position (spawnpos) ([todo internal name (i)]) <choices>
- State the door should begin in. Check the door's angles to see forward/backward orientation.
- Closed
- Open forward
- Open back
- Ajar
- Ajar Angles (ajarangles) ([todo internal name (i)]) <angle>
- If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
- Hinge Axis (axis) ([todo internal name (i)]) <axis>
- [Todo]

- Rotation Distance (distance) ([todo internal name (i)]) <float>
- Number of degrees that the door should open, both forward and backward.
- Fully Open Sound (soundopenoverride) ([todo internal name (i)]) <string>
- Sound played when the door has finished opening.
- Fully Closed Sound (soundcloseoverride) ([todo internal name (i)]) <string>
- Sound played when the door has finished closing.
- Moving Sound (soundmoveoverride) ([todo internal name (i)]) <string>
- Sound played when the door starts to move.
- Locked Sound (soundlockedoverride) ([todo internal name (i)]) <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) ([todo internal name (i)]) <string>
- Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
- Delay Before close (returndelay) ([todo internal name (i)]) <integer>
- Number of seconds the door waits until closing by itself. -1 means never auto-close.
- Damage Inflicted When Blocked (dmg) ([todo internal name (i)]) <integer>
- If an entity is blocking the door from moving, inflict this much damage per frame.
- Can Damage Player (candamageplayer) ([todo internal name (i)]) <boolean> (only in
)
- If set, this door will kill the player blocking it. Used for the large blast doors in infra_c7_m2_bunker.
Note:This replaces the "Damage Inflicted When Blocked" keyvalue in
INFRA .
- Force Closed (forceclosed) ([todo internal name (i)]) <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) ([todo internal name (i)]) <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
- Glow Distance (glowdist) ([todo internal name (i)]) <integer> (in all games since
)
- Default is 1024.
- Todo: Same as L4D2's Glow Range?
- Does the prop glow by default? (glowenabled) ([todo internal name (i)]) <boolean> (in all games since
)
- Enables the door to glow. Default is set to off.
- Glow Color (glowcolor) ([todo internal name (i)]) <color255> (in all games since
)
- The color of the glow (if enabled).
Glow:
- Glow Range (glowrange) <integer> (only in
)
- Range at which the glow becomes visible on approach. 0 means always visible.
- Glow Range Min (glowrangemin) <integer> (only in
)
- 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
)
- Change the render color of the glow.
- 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:Hammer's model browser automatically updates this value if you use it to view different skins.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- 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
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- 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
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
BaseFadeProp:

- Start Fade Dist (fademindist) ([todo internal name (i)]) <float> (in all games since
)
- Distance at which the prop starts to fade.
- End Fade Dist (fademaxdist) ([todo internal name (i)]) <float> (in all games since
)
- Max fade distance at which the prop is visible.
- If start fade is <0, the prop will disappear instantly when end fade is hit.
- If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
- The values will scale appropriately if the prop is in a 3D Skybox.
- Fade Scale (fadescale) ([todo internal name (i)]) <float> (in all games since
)
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
GMODSandbox:
- Allow Physics Gun (gmod_allowphysgun) <boolean> (only in
)
- If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist (gmod_allowtools) <string> (only in
)
- If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the
.lua
files of those tools. This also includes the context menu properties!
Flags
- 1 : Starts Open
- 2048 : Starts locked
- 4096 : Door silent (No sound, and does not alert NPCs)
- 8192 : Use closes
- 16384 : Door silent to NPCs (Does not alert NPCs)
- 32768 : Ignore player +USE
- 524288 : Start Unbreakable Template:L4D add
- 524288 : Start Breakable Template:CSGO add Template:GMOD also
Inputs
- Open
- Open the door.
- Close
- Close the door.
- Toggle
- Toggle the door between open and closed.
- OpenAwayFrom <targetname >
- Open the door away from the specified entity.
- Lock
- Lock the door.
- Unlock
- Unlock the door.
- SetRotationDistance <float >
- Degrees of rotation that the door will open.
- MoveToRotationDistance <float > (in all games since
) (also in
)
- Sets the open distance (in degrees) and moves there.
- SetSpeed <float >
- Set the speed at which the door rotates.
Note:Default is 200 in L4D.
- SetUnbreakable (in all games since
)
- The door can't be broken.
- SetBreakable (in all games since
)
- The door can be broken.
- SetAnimation <string > (only in
)
- Force the door to play an animation. The parameter should be the name of the animation.
- SetAnimationNoReset <string > (only in
)
- 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
)
- Starts the glow.
- SetGlowDisabled (in all games since
)
- Stops the glow.
Glow:
Studiomodel:
- SetBodyGroup <integer >
- Set the model's body group.
- AlternativeSorting <boolean >
- Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
- SetModelScale <string > (in all games since
) (also in
)
- Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning:Negative or extremely high values can cause crashes!
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (in all games since
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
ToggleDraw:
- DisableDraw (in all games since
)
- Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
- EnableDraw (in all games since
)
- Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.

Outputs
- OnRotationDone (in all games since
) (also in
)
- 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.

- 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.
Studiomodel:
- OnIgnite
- Fired when this object catches fire.
Custom door models
- Create
ACT_IDLE
,ACT_DOOR_LOCKED
andACT_DOOR_OPEN
activities. - Add a
door_options
$keyvalues block:
$keyvalues
{
prop_data
{
blocklos 1
}
door_options
{
default // 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
}
}
}
See also
- func_door (sliding, brush-based)
- func_door_rotating
- Door creation
- WiseDoor - example use and illustration of doors.