Prop door rotating checkpoint: Difference between revisions

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{{LanguageBar}}
{{LanguageBar}}
{{CD|CPropDoorRotatingCheckpoint}}
{{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. It's used by {{ent|info_changelevel}} to decide when to start the transition to the next map when all survivors stand inside. If the door is closed and all survivors are inside properly set-up checkpoint transition start. If the door is not present transition starts immediately as all survivors enter.


{{Note|Notices and information how to set up doors on <code>prop_door_rotating</code> page also applies here}}
{{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]]}}
{{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]]}}
== Convars ==
{{varcom|start}}
{{varcom|z_checkpoint_debug|0|boolean}}
{{varcom|end}}


== See also ==
== See also ==

Revision as of 04:42, 12 September 2024

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C++ Class hierarchy
CPropDoorRotatingCheckpoint
CPropDoorRotating
CBasePropDoor
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_door_rotating_checkpoint is a point entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It is a special variant of prop_door_rotating for checkpoint doors in the world. It's used by info_changelevel to decide when to start the transition to the next map when all survivors stand inside. If the door is closed and all survivors are inside properly set-up checkpoint transition start. If the door is not present transition starts immediately as all survivors enter.


Note.pngNote:Notices and information how to set up doors on prop_door_rotating page also applies here
Note.pngNote:All Keyvalues / Inputs / Outputs are same as prop_door_rotating.
Note.pngNote: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

Convars

Cvar/Command Parameters or default value Descriptor Effect
z_checkpoint_debug 0 boolean
Todo: Effect description.

See also