Prop door rotating: Difference between revisions
Jump to navigation
Jump to search
Note:
Note: despite Hinge Axis values, the door can only rotate on the Z Axis
Note:OnOpen/OnClose outputs fire twice if initiated by input. First time !activator is the activator of the input second time !activator is equal to the door itself.
TomEdwards (talk | contribs) (→Custom door models: corrections from source code) |
ThaiGrocer (talk | contribs) mNo edit summary |
||
Line 155: | Line 155: | ||
} | } | ||
</source> | </source> | ||
[[Category:QC Keyvalues]] |
Revision as of 13:14, 2 April 2011
Template:Base point It creates an ordinary hinged door that can be opened by players and NPCs.
Supported models
Only specific models will work properly with this entity. They are:
props_c17\door01_left.mdl
props_c17\door02_double.mdl
props_doors\door03_slotted_left.mdl
- Todo: Any in L4D?

props_doors\door01_dynamic.mdl
is not valid; it is meant for npc_furniture.See also
- func_door (sliding, brush-based)
- func_door_rotating
- Door creation
- WiseDoor - example use and illustration of doors.
KeyValues
- Slave name
<targetname>
- Name of any door(s) that should open and close at the same time as this one. You could also give them all the same name.
- Hardware Type
<choices>
- How the door is opened. The mechanism only appears in the game, not in Hammer.
- None
- Lever (i.e. door handle)
- Push bar
- Keypad
- Spawn Position
<choices>
- State the door should begin in. Check the door's angles to see forward/backward orientation.
- Closed
- Open forward
- Open back
- Ajar
- Ajar Angles
<angle>
- If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
- Hinge Axis
<axis>
- [Todo]

- Rotation Distance
<float>
- Number of degrees that the door should open, both forward and backward.
- Speed
<float>
- In degrees/second.
- Fully Open Sound
<string>
- Fully Closed Sound
<string>
- Moving Sound
<string>
- Locked Sound
<string>
- Unlocked Sound
<string>
- Optional overrides to the sounds played by the door.
- Delay Before close
<int>
- Number of seconds the door waits until closing by itself. -1 means never auto-close.
- Damage Inflicted When Blocked
<int>
- If an entity is blocking the door from moving, inflict this much damage per frame.
- Force Closed
<bool>
- 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.
- Open Direction <choices>
- Force the door to open only forwards or only backwards. It will normally try to swing away from the entity that opened it, unless it is being blocked on the other side.
- Both directions
- Forward only
- Backward only
- Health
<int>
- Deprecated.
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
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.
- 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.
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- Starts Open
- Starts locked
- Door silent (No sound, and does not alert NPCs)
- Use closes
- Door silent to NPCs (Does not alert NPCs)
- Ignore player +USE
Inputs
Open
Close
Toggle
- Control door state
OpenAwayFrom <targetname>
- Open the door away from the specified entity.
Lock
Unlock
- Lock/unlock the door.
SetRotationDistance <float>
- Degrees of rotation that the door will open.
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.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
Outputs
BaseDoor:
- OnClose
- !activator = the door itself if closed by player, if closed by Close input the activator of the input is used
!caller = this entity
Fired when the door starts to close.
- OnOpen
- !activator = the door itself if opened by player, if opened by Open or OpenAwayFrom input the activator of the input is used
!caller = this entity
Fired when the door starts to open.

- OnFullyClosed
- !activator = player that closed the door
!caller = this entity
Fired when the door finishes closing. Reversed if Start Open flag is set.
- OnFullyOpen
- !activator = !caller = this entity
Fired when the door finishes opening. Reversed if Start Open flag is set.
- OnBlockedClosing
- !activator = entity that blocks the door
!caller = this entity
Fired when the door has been blocked from closing.
- OnBlockedOpening
- !activator = entity that blocks the door
!caller = this entity
Fired when the door has been blocked from opening.
- OnUnblockedClosing
- !activator = !caller = this entity
Fired when the door is no longer blocked from closing.
- OnUnblockedOpening
- !activator = !caller = this entity
Fired when the door is no longer blocked from opening.
- OnLockedUse
- !activator = caller = the player pressing use
Fired when the player tries to open the door but fails because it is locked.
Studiomodel:
- OnIgnite
- Fired when this object catches fire.
Custom door models
- Create
ACT_IDLE
,ACT_DOOR_LOCKED
andACT_DOOR_OPEN
activities. - Add a
door_options
$keyvalues block:
$keyvalues
{
prop_data
{
blocklos 1
}
door_options
{
default // Fallbacks if something is missing elsewhere
{
open Doors.FullOpen1
close Doors.FullClose1
move Doors.Move1
locked DoorHandles.Locked1
unlocked DoorHandles.Unlocked1
}
hardware0 // First hardware type, by default a handle
{
locked DoorSound.Null
unlocked DoorSound.Null
}
hardware1 // Push bar
{
locked DoorHandles.Locked1
unlocked DoorHandles.Unlocked1
}
hardware2 // Keypad
{
locked DoorHandles.Locked2
unlocked DoorHandles.Unlocked2
}
skin1 // Skin-specific sounds, including a custom surfaceprop
{
open Doors.FullOpen4
close Doors.FullClose4
move Doors.Move4
surfaceprop wood
}
}
}