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|integer|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}
{{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|integer choices|Only used if [[classname]] is {{ent|func_door|engine=goldsrc}} or {{ent|func_door_rotating|engine=goldsrc}}.}}
{{KV|Move Sound|intn=movesnd|byte choices|}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
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|-
|-
|0
|0
|<code>No Sound</code>
|<tt>No Sound</tt>
|-
|-
|1
|1
|<code>Servo (Sliding)</code>
|<tt>Servo (Sliding)</tt>
|-
|-
|2
|2
|<code>Pneumatic (Sliding)</code>
|<tt>Pneumatic (Sliding)</tt>
|-
|-
|3
|3
|<code>Pneumatic (Rolling)</code>
|<tt>Pneumatic (Rolling)</tt>
|-
|-
|4
|4
|<code>Vacuum</code>
|<tt>Vacuum</tt>
|-
|-
|5
|5
|<code>Power Hydraulic</code>
|<tt>Power Hydraulic</tt>
|-
|-
|6
|6
|<code>Large Rollers</code>
|<tt>Large Rollers</tt>
|-
|-
|7
|7
|<code>Track Door</code>
|<tt>Track Door</tt>
|-
|-
|8
|8
|<code>Snappy Metal Door</code>
|<tt>Snappy Metal Door</tt>
|-
|-
|9
|9
|<code>Squeaky 1</code>
|<tt>Squeaky 1</tt>
|-
|-
|10
|10
|<code>Squeaky 2</code>
|<tt>Squeaky 2</tt>
|}
|}
{{KV|Stop Sound|intn=stopsnd|integer choices|Only used if [[classname]] is {{ent|func_door|engine=goldsrc}} or {{ent|func_door_rotating|engine=goldsrc}}.}}
{{KV|Stop Sound|intn=stopsnd|byte choices|}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
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|-
|-
|0
|0
|<code>No Sound</code>
|<tt>No Sound</tt>
|-
|-
|1
|1
|<code>Clang with brake</code>
|<tt>Clang with brake</tt>
|-
|-
|2
|2
|<code>Clang reverb</code>
|<tt>Clang reverb</tt>
|-
|-
|3
|3
|<code>Ratchet Stop</code>
|<tt>Ratchet Stop</tt>
|-
|-
|4
|4
|<code>Chunk</code>
|<tt>Chunk</tt>
|-
|-
|5
|5
|<code>Light airbrake</code>
|<tt>Light airbrake</tt>
|-
|-
|6
|6
|<code>Metal Slide Stop</code>
|<tt>Metal Slide Stop</tt>
|-
|-
|7
|7
|<code>Metal Lock Stop</code>
|<tt>Metal Lock Stop</tt>
|-
|-
|8
|8
|<code>Snappy Metal Stop</code>
|<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.}}
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{{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|With a non-zero value here, the door will have to be damaged to this extent to open.}}
{{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|integer choices}}
{{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"
!#
!#
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|-
|-
|0
|0
|<code>None</code>
|<tt>None</tt>
|-
|-
|2
|2
|<code>Access Denied</code>
|<tt>Access Denied</tt>
|-
|-
|8
|8
|<code>Small zap</code>
|<tt>Small zap</tt>
|-
|-
|10
|10
|<code>Buzz</code>
|<tt>Buzz</tt>
|-
|-
|11
|11
|<code>Buzz Off</code>
|<tt>Buzz Off</tt>
|-
|-
|12
|12
|<code>Latch Locked</code>
|<tt>Latch Locked</tt>
|}
|}
{{KV|Unlocked Sound|intn=unlocked_sound|integer choices}}
{{KV|Unlocked Sound|intn=unlocked_sound|byte choices}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
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|-
|-
|0
|0
|<code>None</code>
|<tt>None</tt>
|-
|-
|1
|1
|<code>Big zap & Warmup</code>
|<tt>Big zap & Warmup</tt>
|-
|-
|3
|3
|<code>Access Granted</code>
|<tt>Access Granted</tt>
|-
|-
|4
|4
|<code>Quick Combolock</code>
|<tt>Quick Combolock</tt>
|-
|-
|5
|5
|<code>Power Deadbolt 1</code>
|<tt>Power Deadbolt 1</tt>
|-
|-
|6
|6
|<code>Power Deadbolt 2</code>
|<tt>Power Deadbolt 2</tt>
|-
|-
|7
|7
|<code>Plunger</code>
|<tt>Plunger</tt>
|-
|-
|8
|8
|<code>Small zap</code>
|<tt>Small zap</tt>
|-
|-
|9
|9
|<code>Keycard Sound</code>
|<tt>Keycard Sound</tt>
|-
|-
|10
|10
|<code>Buzz</code>
|<tt>Buzz</tt>
|-
|-
|13
|13
|<code>Latch Unlocked</code>
|<tt>Latch Unlocked</tt>
|}
|}
{{KV|Locked Sentence|intn=locked_sentence|integer choices}}
{{KV|Locked Sentence|intn=locked_sentence|byte choices}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
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|-
|-
|0
|0
|<code>None</code>
|<tt>None</tt>
|-
|-
|1
|1
|<code>Gen. Access Denied</code>
|<tt>Gen. Access Denied</tt>
|-
|-
|2
|2
|<code>Security Lockout</code>
|<tt>Security Lockout</tt>
|-
|-
|3
|3
|<code>Blast Door</code>
|<tt>Blast Door</tt>
|-
|-
|4
|4
|<code>Fire Door</code>
|<tt>Fire Door</tt>
|-
|-
|5
|5
|<code>Chemical Door</code>
|<tt>Chemical Door</tt>
|-
|-
|6
|6
|<code>Radiation Door</code>
|<tt>Radiation Door</tt>
|-
|-
|7
|7
|<code>Gen. Containment</code>
|<tt>Gen. Containment</tt>
|-
|-
|8
|8
|<code>Maintenance Door</code>
|<tt>Maintenance Door</tt>
|-
|-
|9
|9
|<code>Broken Shut Door</code>
|<tt>Broken Shut Door</tt>
|}
|}
{{KV|Unlocked Sentence|intn=unlocked_sentence|integer choices}}
{{KV|Unlocked Sentence|intn=unlocked_sentence|byte choices}}
:{|class="standard-table"
:{|class="standard-table"
!#
!#
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|-
|-
|0
|0
|<code>None</code>
|<tt>None</tt>
|-
|-
|1
|1
|<code>Gen. Access Granted</code>
|<tt>Gen. Access Granted</tt>
|-
|-
|2
|2
|<code>Security Disengaged</code>
|<tt>Security Disengaged</tt>
|-
|-
|3
|3
|<code>Blast Door</code>
|<tt>Blast Door</tt>
|-
|-
|4
|4
|<code>Fire Door</code>
|<tt>Fire Door</tt>
|-
|-
|5
|5
|<code>Chemical Door</code>
|<tt>Chemical Door</tt>
|-
|-
|6
|6
|<code>Radiation Door</code>
|<tt>Radiation Door</tt>
|-
|-
|7
|7
|<code>Gen. Containment</code>
|<tt>Gen. Containment</tt>
|-
|-
|8
|8
|<code>Maintenance Door</code>
|<tt>Maintenance Door</tt>
|}
|}
{{KV|Minimum light level|intn=_minlight|string|}}
{{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 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.pngNote:movesnd and stopsnd are effectively booleans in Day of Defeat 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 Quake, where the door would have to be damaged to this extent to open.
Give health (healthvalue) <byte> !FGD
Health to heal player when door is opened.
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.