Prop door rotating checkpoint: Difference between revisions
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Note:Notices and information how to set up doors on
Note:The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found here
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{{ | {{CD|CPropDoorRotatingCheckpoint}} | ||
{{this is a|point entity|name=prop_door_rotating_checkpoint|series=Left 4 Dead}} It is a special variant of [[prop_door_rotating]] for checkpoint doors in the world. | {{this is a|point entity|name=prop_door_rotating_checkpoint|series=Left 4 Dead}} It is a special variant of [[prop_door_rotating]] for checkpoint doors in the world. | ||
{{OtherKIO|prop_door_rotating|All}} | {{OtherKIO|prop_door_rotating|All}} | ||
{{Note|Notices and information how to set up doors on <code>prop_door_rotating</code> page also applies here}} | |||
{{ | {{Note|The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found [[L4D_Level_Design/Checkpoints#.22Last_Stand.22_Saferoom_Door.|here]]}} | ||
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== See also == | == See also == | ||
Revision as of 03:36, 12 September 2024
| CPropDoorRotatingCheckpoint |
prop_door_rotating_checkpoint is a point entity available in ![]()
Left 4 Dead series. It is a special variant of prop_door_rotating for checkpoint doors in the world.
Keyvalues / Inputs / Outputs are same as prop_door_rotating.prop_door_rotating page also applies hereSee also
- func_door (sliding, brush-based)
- func_door_rotating (brush-based)
- Door creation
- WiseDoor - example use and illustration of doors.