Prop door rotating checkpoint: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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* {{kv parentname}}
* {{kv parentname}}
* {{KV Angles}}
* {{KV Angles}}
* {{kv global}}
* {{KV Global}}
* {{kv studiomodel}}
* {{kv studiomodel}}
* '''hardware'''
* '''hardware'''

Revision as of 19:47, 19 January 2009

Note.pngNote:The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.

Entity Description

A rotating door which serves as an entrance or exit to a checkpoint room in Left 4 Dead.

Keyvalues

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.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
<choices> Hardware Type
Literal Value Description
0 <None>
1 Lever
2 Push bar
(in all games since Half-Life 2: Episode One) Keypad (in all games since Half-Life 2: Episode One)
  • 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.
  • body
<integer> Determines the type of the door. 0 is without, 1 is with the piece of metal which seals it.
  • slavename (in all games since Half-Life 2: Episode One)
<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).
  • opendir (in all games since Half-Life 2: Episode One)
<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

Flags