Prop door rotating checkpoint: Difference between revisions
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{{Note|Notices and information how to set up doors on <code>prop_door_rotating</code> page also applies here}} | {{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"Last Stand" 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#"Last Stand" Saferoom Door|here]]}} | ||
==Convars== | ==Convars== | ||
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==Gallery== | ==Gallery== | ||
Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models {{code|0x}} and {{code|-0x}} differ by having hinge on the opposite side. For each of these models there's also static version | Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models {{code|0x}} and {{code|-0x}} differ by having hinge on the opposite side. For each of these models there's also static version with {{code|_static}} at the end which are usable as {{ent|prop_static}}. | ||
<gallery mode=nolines widths=400px heights=350px> | <gallery mode=nolines widths=400px heights=350px> | ||
checkpoint_door_01.jpg|<code>models/props_doors/checkpoint_door_01.mdl</code> and <code>models/props_doors/checkpoint_door_-01.mdl</code> | checkpoint_door_01.jpg|<code>models/props_doors/checkpoint_door_01.mdl</code> and <code>models/props_doors/checkpoint_door_-01.mdl</code> |
Revision as of 09:14, 12 September 2024


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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 determine when to start the transition to the next map when all Survivors stand inside. If the door is closed and all Survivors are inside, a properly set-up checkpoint transition will start. If the door is not present, the transition starts immediately when all Survivors enter.
In Versus mode, the starting checkpoint door cannot be closed and is opened automatically if it remains closed for the amount of seconds specified in versus_force_start_time
.

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. |
versus_force_start_time | 90 | seconds | Starts versus game after this amount of time, even if survivors are still inside the safe room |
Gallery
Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models 0x and -0x differ by having hinge on the opposite side. For each of these models there's also static version with _static at the end which are usable as prop_static.
See also
- prop_door_rotating
- Door creation
- WiseDoor - example use and illustration of doors.