Template:Hl1 kv door: Difference between revisions
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{{KV Angles}} | {{KV Angles}} | ||
{{KV|KillTarget|intn=killtarget|target|When the door is triggered, it will remove the entity specified by this property from the game.}} | {{KV|KillTarget|intn=killtarget|target|When the door is triggered, it will remove the entity specified by this property from the game.}} | ||
{{KV|Speed|intn=speed| | {{KV|Speed|intn=speed|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}} | ||
{{hl1_kv_master}} | {{hl1_kv_master}} | ||
{{KV|Move Sound|intn=movesnd| | {{KV|Move Sound|intn=movesnd|byte choices|}} | ||
:{|class="standard-table" | :{|class="standard-table" | ||
!# | !# | ||
Line 13: | Line 13: | ||
|- | |- | ||
|0 | |0 | ||
|< | |<tt>No Sound</tt> | ||
|- | |- | ||
|1 | |1 | ||
|< | |<tt>Servo (Sliding)</tt> | ||
|- | |- | ||
|2 | |2 | ||
|< | |<tt>Pneumatic (Sliding)</tt> | ||
|- | |- | ||
|3 | |3 | ||
|< | |<tt>Pneumatic (Rolling)</tt> | ||
|- | |- | ||
|4 | |4 | ||
|< | |<tt>Vacuum</tt> | ||
|- | |- | ||
|5 | |5 | ||
|< | |<tt>Power Hydraulic</tt> | ||
|- | |- | ||
|6 | |6 | ||
|< | |<tt>Large Rollers</tt> | ||
|- | |- | ||
|7 | |7 | ||
|< | |<tt>Track Door</tt> | ||
|- | |- | ||
|8 | |8 | ||
|< | |<tt>Snappy Metal Door</tt> | ||
|- | |- | ||
|9 | |9 | ||
|< | |<tt>Squeaky 1</tt> | ||
|- | |- | ||
|10 | |10 | ||
|< | |<tt>Squeaky 2</tt> | ||
|} | |} | ||
{{KV|Stop Sound|intn=stopsnd| | {{KV|Stop Sound|intn=stopsnd|byte choices|}} | ||
:{|class="standard-table" | :{|class="standard-table" | ||
!# | !# | ||
Line 51: | Line 51: | ||
|- | |- | ||
|0 | |0 | ||
|< | |<tt>No Sound</tt> | ||
|- | |- | ||
|1 | |1 | ||
|< | |<tt>Clang with brake</tt> | ||
|- | |- | ||
|2 | |2 | ||
|< | |<tt>Clang reverb</tt> | ||
|- | |- | ||
|3 | |3 | ||
|< | |<tt>Ratchet Stop</tt> | ||
|- | |- | ||
|4 | |4 | ||
|< | |<tt>Chunk</tt> | ||
|- | |- | ||
|5 | |5 | ||
|< | |<tt>Light airbrake</tt> | ||
|- | |- | ||
|6 | |6 | ||
|< | |<tt>Metal Slide Stop</tt> | ||
|- | |- | ||
|7 | |7 | ||
|< | |<tt>Metal Lock Stop</tt> | ||
|- | |- | ||
|8 | |8 | ||
|< | |<tt>Snappy Metal Stop</tt> | ||
|} | |} | ||
:{{note|{{code|movesnd}} and {{code|stopsnd}} are effectively booleans in {{dod|2}}, with only one option, and {{code|stopsnd}}'s default sound being silent.}} | |||
{{KV|delay before close, -1 stay open|intn=wait|integer|Time until the door returns to the closed position. A value of -1 means the door never auto-closes.}} | {{KV|delay before close, -1 stay open|intn=wait|integer|Time until the door returns to the closed position. A value of -1 means the door never auto-closes.}} | ||
{{KV|Lip|intn=lip|integer|When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.}} | {{KV|Lip|intn=lip|integer|When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.}} | ||
Line 84: | Line 85: | ||
{{KV|Delay before fire|intn=delay|integer|Delays the door from opening and/or closing (in seconds).}} | {{KV|Delay before fire|intn=delay|integer|Delays the door from opening and/or closing (in seconds).}} | ||
{{KV|Fire on Close|intn=netname|string|}} | {{KV|Fire on Close|intn=netname|string|}} | ||
{{KV|Health (shoot open)|intn=health|integer| | {{KV|Health (shoot open)|intn=health|obsolete=1|integer|Leftover from {{quake|2}}, where the door would have to be damaged to this extent to open.}} | ||
{{KV|Locked Sound|intn=locked_sound| | {{KV|Give health|intn=healthvalue|nofgd=1|byte|Health to heal player when door is opened.}} | ||
{{KV|Locked Sound|intn=locked_sound|byte choices}} | |||
:{|class="standard-table" | :{|class="standard-table" | ||
!# | !# | ||
Line 91: | Line 93: | ||
|- | |- | ||
|0 | |0 | ||
|< | |<tt>None</tt> | ||
|- | |- | ||
|2 | |2 | ||
|< | |<tt>Access Denied</tt> | ||
|- | |- | ||
|8 | |8 | ||
|< | |<tt>Small zap</tt> | ||
|- | |- | ||
|10 | |10 | ||
|< | |<tt>Buzz</tt> | ||
|- | |- | ||
|11 | |11 | ||
|< | |<tt>Buzz Off</tt> | ||
|- | |- | ||
|12 | |12 | ||
|< | |<tt>Latch Locked</tt> | ||
|} | |} | ||
{{KV|Unlocked Sound|intn=unlocked_sound| | {{KV|Unlocked Sound|intn=unlocked_sound|byte choices}} | ||
:{|class="standard-table" | :{|class="standard-table" | ||
!# | !# | ||
Line 114: | Line 116: | ||
|- | |- | ||
|0 | |0 | ||
|< | |<tt>None</tt> | ||
|- | |- | ||
|1 | |1 | ||
|< | |<tt>Big zap & Warmup</tt> | ||
|- | |- | ||
|3 | |3 | ||
|< | |<tt>Access Granted</tt> | ||
|- | |- | ||
|4 | |4 | ||
|< | |<tt>Quick Combolock</tt> | ||
|- | |- | ||
|5 | |5 | ||
|< | |<tt>Power Deadbolt 1</tt> | ||
|- | |- | ||
|6 | |6 | ||
|< | |<tt>Power Deadbolt 2</tt> | ||
|- | |- | ||
|7 | |7 | ||
|< | |<tt>Plunger</tt> | ||
|- | |- | ||
|8 | |8 | ||
|< | |<tt>Small zap</tt> | ||
|- | |- | ||
|9 | |9 | ||
|< | |<tt>Keycard Sound</tt> | ||
|- | |- | ||
|10 | |10 | ||
|< | |<tt>Buzz</tt> | ||
|- | |- | ||
|13 | |13 | ||
|< | |<tt>Latch Unlocked</tt> | ||
|} | |} | ||
{{KV|Locked Sentence|intn=locked_sentence| | {{KV|Locked Sentence|intn=locked_sentence|byte choices}} | ||
:{|class="standard-table" | :{|class="standard-table" | ||
!# | !# | ||
Line 152: | Line 154: | ||
|- | |- | ||
|0 | |0 | ||
|< | |<tt>None</tt> | ||
|- | |- | ||
|1 | |1 | ||
|< | |<tt>Gen. Access Denied</tt> | ||
|- | |- | ||
|2 | |2 | ||
|< | |<tt>Security Lockout</tt> | ||
|- | |- | ||
|3 | |3 | ||
|< | |<tt>Blast Door</tt> | ||
|- | |- | ||
|4 | |4 | ||
|< | |<tt>Fire Door</tt> | ||
|- | |- | ||
|5 | |5 | ||
|< | |<tt>Chemical Door</tt> | ||
|- | |- | ||
|6 | |6 | ||
|< | |<tt>Radiation Door</tt> | ||
|- | |- | ||
|7 | |7 | ||
|< | |<tt>Gen. Containment</tt> | ||
|- | |- | ||
|8 | |8 | ||
|< | |<tt>Maintenance Door</tt> | ||
|- | |- | ||
|9 | |9 | ||
|< | |<tt>Broken Shut Door</tt> | ||
|} | |} | ||
{{KV|Unlocked Sentence|intn=unlocked_sentence| | {{KV|Unlocked Sentence|intn=unlocked_sentence|byte choices}} | ||
:{|class="standard-table" | :{|class="standard-table" | ||
!# | !# | ||
Line 187: | Line 189: | ||
|- | |- | ||
|0 | |0 | ||
|< | |<tt>None</tt> | ||
|- | |- | ||
|1 | |1 | ||
|< | |<tt>Gen. Access Granted</tt> | ||
|- | |- | ||
|2 | |2 | ||
|< | |<tt>Security Disengaged</tt> | ||
|- | |- | ||
|3 | |3 | ||
|< | |<tt>Blast Door</tt> | ||
|- | |- | ||
|4 | |4 | ||
|< | |<tt>Fire Door</tt> | ||
|- | |- | ||
|5 | |5 | ||
|< | |<tt>Chemical Door</tt> | ||
|- | |- | ||
|6 | |6 | ||
|< | |<tt>Radiation Door</tt> | ||
|- | |- | ||
|7 | |7 | ||
|< | |<tt>Gen. Containment</tt> | ||
|- | |- | ||
|8 | |8 | ||
|< | |<tt>Maintenance Door</tt> | ||
|} | |} | ||
{{KV|Minimum light level|intn=_minlight| | {{KV|Minimum light level|intn=_minlight|float|}} | ||
{{Hl1_kv_renderfields}} | {{Hl1_kv_renderfields}} | ||
</onlyinclude> | </onlyinclude> |
Revision as of 19:47, 4 March 2025
This is a keyvalue for @BaseClass Door from Half-Life
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Global Entity Name (globalname) <string>
- Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- 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.
- KillTarget (killtarget) <targetname>
- When the door is triggered, it will remove the entity specified by this property from the game.
- Speed (speed) <float>
- Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
- Master (master) <targetname>
- Name of a master entity. If the master hasn't been activated, this entity will not activate.
- Move Sound (movesnd) <byte choices>
# Name 0 No Sound 1 Servo (Sliding) 2 Pneumatic (Sliding) 3 Pneumatic (Rolling) 4 Vacuum 5 Power Hydraulic 6 Large Rollers 7 Track Door 8 Snappy Metal Door 9 Squeaky 1 10 Squeaky 2
- Stop Sound (stopsnd) <byte choices>
# Name 0 No Sound 1 Clang with brake 2 Clang reverb 3 Ratchet Stop 4 Chunk 5 Light airbrake 6 Metal Slide Stop 7 Metal Lock Stop 8 Snappy Metal Stop
Note:movesnd and stopsnd are effectively booleans in
Day of Defeat, with only one option, and stopsnd's default sound being silent.
- delay before close, -1 stay open (wait) <integer>
- Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
- Lip (lip) <integer>
- When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.
- Damage inflicted when blocked (dmg) <integer>
- How much damage the player receives if he gets stuck between the door and something solid.
- Message If Triggered (message) <string>
- Message appears when the entity has been triggered.
- Target (target) <targetname>
- When the door is opened, it triggers the entity with the name specified by Target
- Delay before fire (delay) <integer>
- Delays the door from opening and/or closing (in seconds).
- Fire on Close (netname) <string>
- Health (shoot open) (health) <integer>
- Leftover from
Quake, where the door would have to be damaged to this extent to open.
- Locked Sound (locked_sound) <byte choices>
# Name 0 None 2 Access Denied 8 Small zap 10 Buzz 11 Buzz Off 12 Latch Locked
- Unlocked Sound (unlocked_sound) <byte choices>
# Name 0 None 1 Big zap & Warmup 3 Access Granted 4 Quick Combolock 5 Power Deadbolt 1 6 Power Deadbolt 2 7 Plunger 8 Small zap 9 Keycard Sound 10 Buzz 13 Latch Unlocked
- Locked Sentence (locked_sentence) <byte choices>
# Name 0 None 1 Gen. Access Denied 2 Security Lockout 3 Blast Door 4 Fire Door 5 Chemical Door 6 Radiation Door 7 Gen. Containment 8 Maintenance Door 9 Broken Shut Door
- Unlocked Sentence (unlocked_sentence) <byte choices>
# Name 0 None 1 Gen. Access Granted 2 Security Disengaged 3 Blast Door 4 Fire Door 5 Chemical Door 6 Radiation Door 7 Gen. Containment 8 Maintenance Door
- Minimum light level (_minlight) <float>
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.