Prop door rotating: Difference between revisions
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Note:A handle is placed upon the door in game, but the handle does not show in Hammer.
Note:
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{{wrongtitle|title=prop_door_rotating}} | {{wrongtitle|title=prop_door_rotating}} | ||
==Entity | == Entity description == | ||
An entity used to place a standard door in the world. | An entity used to place a standard door in the world. | ||
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{{note|<code>props_doors/door01_dynamic.mdl</code> is not a valid rotating door prop. It is instead meant for use as an [[npc_furniture]] entity. See the door struggle at the end of ''d1_trainstation_03'' for an example of its use.}} | {{note|<code>props_doors/door01_dynamic.mdl</code> is not a valid rotating door prop. It is instead meant for use as an [[npc_furniture]] entity. See the door struggle at the end of ''d1_trainstation_03'' for an example of its use.}} | ||
==Keyvalues== | == Keyvalues == | ||
* {{kv targetname}} | * {{kv targetname}} | ||
* {{kv parentname}} | * {{kv parentname}} | ||
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| 2 || Open Backward Only | | 2 || Open Backward Only | ||
|} | |} | ||
===The Ship=== | === The Ship === | ||
* '''opendirection''' | * '''opendirection''' | ||
: <choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior. "opendir" does not apply to [[The Ship]]. | : <choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior. "opendir" does not apply to [[The Ship]]. | ||
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|} | |} | ||
==Flags== | == Flags == | ||
* 1 : Starts Open | * 1 : Starts Open | ||
* 2048 : Starts locked | * 2048 : Starts locked | ||
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* 16384 : Door silent to NPCS (Does not alert NPCs) | * 16384 : Door silent to NPCS (Does not alert NPCs) | ||
* 32768 : Ignore player +USE | * 32768 : Ignore player +USE | ||
==Inputs== | |||
== Inputs == | |||
* {{i targetname}} | * {{i targetname}} | ||
* {{i parentname}} | * {{i parentname}} | ||
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: Set the distance (in degrees) between Open and Closed. | : Set the distance (in degrees) between Open and Closed. | ||
==Outputs== | == Outputs == | ||
* {{o targetname}} | * {{o targetname}} | ||
* {{o studiomodel}} | * {{o studiomodel}} | ||
* {{o door}} | * {{o door}} | ||
==External== | == External links == | ||
Example use and illustration of each [http://www.sdknuts.net/akg/tutorials/wiseDoor.asp door]. | Example use and illustration of each [http://www.sdknuts.net/akg/tutorials/wiseDoor.asp door]. | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 01:04, 1 February 2008
Entity description
An entity used to place a standard door in the world.

For a sliding door, use func_door instead. For a brush-based rotating/pivoting door, use func_door_rotating instead.
To make a pair of doors open and close together, give them the same targetname.

props_doors/door01_dynamic.mdl
is not a valid rotating door prop. It is instead meant for use as an npc_furniture entity. See the door struggle at the end of d1_trainstation_03 for an example of its use.Keyvalues
- Template:Kv targetname
- Template:Kv parentname
- Template:Kv angles
- Template:Kv global
- Template:Kv studiomodel
- hardware
- <choices> Hardware Type
Literal Value Description 0 <None> 1 Lever 2 Push bar Template:Ep1 add Template:Ep1 add
- spawnpos
- <choices> Spawn Position
Literal Value Description 0 Closed 1 Open forward 2 Open back 3 Ajar (use Ajar Angles)
- ajarangles
- <angle> If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed.
- axis
- <axis> Hinge Axis - Altering these values apparently has no effect. (Possible bug.)
- distance
- <float> The amount, in degrees, that the door should rotate when opened.
- speed
- <integer> The speed at which the door moves.
- soundopenoverride
- <sound> Sound played when the door has finished opening. OnFullyOpen is triggered at this time.
- soundcloseoverride
- <sound> Sound played when the door has finished closing. OnFullyClosed is triggered at this time.
- soundmoveoverride
- <sound> Sound played when the door starts to move.
- returndelay
- <integer> Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself.
- dmg
- <integer> Amount of damage done to entities that block the movement of this door, per frame.
- health
- <integer> 0 = Unbreakable // NEEDHELP: Doesn't look like this is hooked up anymore?
- soundlockedoverride
- <sound> Sound played when the player tries to open the door, and fails because it's locked.
- soundunlockedoverride
- <sound> Sound played when the door is unlocked.
- forceclosed
- <boolean> If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
- <target_destination> The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes).
- <choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior.
Literal Value Description 0 Open Both Directions 1 Open Forward Only 2 Open Backward Only
The Ship
- opendirection
- <choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior. "opendir" does not apply to The Ship.
Literal Value Description 0 Open Both Directions 1 Open Forward Only 2 Open Backward Only
Flags
- 1 : Starts Open
- 2048 : Starts locked
- 4096 : Door silent (No sound, and does not alert NPCs)
- 8192 : Use closes
- 16384 : Door silent to NPCS (Does not alert NPCs)
- 32768 : Ignore player +USE
Inputs
- Template:I targetname
- Template:I parentname
- Studiomodel:
- SetBodyGroup <integer >
- Set the model's body group.
- AlternativeSorting <boolean >
- Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
- SetModelScale <string > (in all games since
) (also in
)
- Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning:Negative or extremely high values can cause crashes!
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (in all games since
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
ToggleDraw:
- DisableDraw (in all games since
)
- Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
- EnableDraw (in all games since
)
- Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.
- Open
- Open the door, if it is not fully open.
- OpenAwayFrom <target_destination>
- Open the door away from the specified entity.
- Close
- Close the door, if it is not fully closed.
- Toggle
- Toggle the door between open and closed.
- Lock
- Lock the door.
- Unlock
- Unlock the door.
- Set the distance (in degrees) between Open and Closed.
Outputs
- Template:O targetname
- Studiomodel:
- OnIgnite
- Fired when this object catches fire.
External links
Example use and illustration of each door.