Prop door rotating checkpoint: Difference between revisions
Jump to navigation
Jump to search

Note:Notices and information how to set up doors on
Note:All
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
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
{{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|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


![]() |
---|
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. 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.

prop_door_rotating
page also applies here
Keyvalues / Inputs / Outputs
are same as prop_door_rotating.
Convars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
z_checkpoint_debug | 0 | boolean | Todo: Effect description. |
See also
- func_door (sliding, brush-based)
- func_door_rotating (brush-based)
- Door creation
- WiseDoor - example use and illustration of doors.