Prop door rotating: Difference between revisions

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m (Updated information on attempting to use fade distances on games before L4D)
(Add portal projectile bug)
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{{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

Wooden door with lever hardware
Metal door with push bar hardware

Template:Base point It creates an ordinary hinged door that can be opened by players and NPCs.

Note.pngNote:From Left 4 Dead onwards (and in Garry's Mod), rotating doors can be destructible.
Todo: Explain how!
Icon-Bug.pngBug: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 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. Work around is to simply modify the model and set 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 ?]
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 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.

Note.pngNote: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.pngNote: 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]
Note.pngNote:Despite Hinge Axis values, the door can only rotate on the Z Axis
Rotation Distance (distance) ([todo internal name (i)]) <float>
Number of degrees that the door should open, both forward and backward.
Speed (speed) ([todo internal name (i)]) <integer>
In degrees/second.
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 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) ([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
Health ([todo internal name (i)]) <integer> Obsolete
Deprecated.
Health for the door.
Glow Distance (glowdist) ([todo internal name (i)]) <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) ([todo internal name (i)]) <boolean> (in all games since Counter-Strike: Global Offensive)
Enables the door to glow. Default is set to off.
Glow Color (glowcolor) ([todo internal name (i)]) <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.
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 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.
BaseFadeProp:
Note.pngNote: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.
Start Fade Dist (fademindist) ([todo internal name (i)]) <float> (in all games since Left 4 Dead)
Distance at which the prop starts to fade.
End Fade Dist (fademaxdist) ([todo internal name (i)]) <float> (in all games since Left 4 Dead)
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 Left 4 Dead)
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 or target).
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 Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
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 <targetnameRedirectInput/string>
Open the door away from the specified entity.
Lock
Lock the door.
Note.pngNote:In Left 4 Dead, 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.
SetUnbreakable  (in all games since Left 4 Dead)
The door can't be broken.
SetBreakable  (in all games since Left 4 Dead)
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.

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.
Studiomodel:
Skin <integerRedirectInput/integer>
Changes the model's skin to the specified number.
SetBodyGroup <integerRedirectInput/integer>
Set the model's body group.
AlternativeSorting <booleanRedirectInput/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 <stringRedirectInput/string> (in all games since Alien Swarm) (also in Source 2013)
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.pngWarning: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 Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
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 Portal 2)
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 <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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 than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.
Icon-Bug.pngBug: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 ?]

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.
Studiomodel:
OnIgnite
Fired when this object catches fire.


Custom door models

  1. Create ACT_IDLE, ACT_DOOR_LOCKED and ACT_DOOR_OPEN activities.
  2. 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