Prop testchamber door: Difference between revisions

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(Created page with '{{portal2 point|prop_testchamber_door}} {{stub}} Essentially a func_door implemented as a model instead of as a brush. <!-- Check needed what is done for out of test chamber …')
 
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{{portal2 point|prop_testchamber_door}}
{{portal2 point|prop_testchamber_door}}
{{stub}}
 
Essentially a [[func_door]] implemented as a model instead of as a brush.
{{screenshot}}
<!-- Check needed what is done for out of test chamber vertical doors -->
 
==Entity description==
Test Chamber Door. Essentially a [[func_door]] implemented as a model instead of as a brush.
 
==Keyvalues==
{{KV Targetname}}
{{KV Angles}}
{{KV Door}}
{{KV|Area Portal Fade Start|integer}}
{{KV|Area Portal Fade End|integer}}
{{KV|Use Area Portal Fade|boolean}}
 
==Flags==
{{Fl Door}}
 
==Inputs==
{{I Targetname}}
{{I Angles}}
{{I Door}}
 
==Outputs==
{{O Targetname}}
{{O Door}}

Revision as of 02:14, 5 May 2011

Template:Portal2 point

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Entity description

Test Chamber Door. Essentially a func_door implemented as a model instead of as a brush.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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.

BaseDoor:

Linked Door (chainstodoor) <targetname> !FGD
Passes the door's +use inputs and touch events onto a different door, so it also is activated.
Block Filter Name (filtername) <targetname> (only in Half-Life: Source)
Filter to use to determine entities that can block the door.
Speed (speed) <float>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Start Sound (noise1) <sound>
Sound to play when the door starts opening. Also plays when door starts closing if startclosesound is absent.
Stop Sound (noise2) <sound>
Sound to play when the door stops opening. Also plays when door stops closing if closesound is absent.
Start Close Sound (startclosesound) <sound>
Sound to play when the door starts closing.
Stop Close Sound (closesound) <sound>
Sound to play when the door stops closing.
Delay Before Reset (wait) <float>
Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip (lip) <float>
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.
Blocking Damage (dmg) <float>
Amount of damage done to entities that block the movement of this door, per frame.
Icon-Bug.pngBug:Normally a door will damage things blocking it, however if the player is teleported by a trigger_teleport while using noclip, they will not be damaged.
Force Closed (forceclosed) <boolean>
Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
Ignore Debris (ignoredebris) <boolean>
Changes the door's collision group to COLLISION_GROUP_INTERACTIVE, which ignores debris objects. Not compatible with the Non-solid to Player spawnflag as it also sets a collision group.
Health (shoot open) (health) <integer> Obsolete
Deprecated.
In Quake Quake, if this was set, the door would open when it took this much damage. Nonfunctional in most Source Source games; can be emulated by parenting an invisible func_button with spawnflag 512 set, and having the button target this door.
Message If Triggered (message) <string> Obsolete
Deprecated.
In Quake Quake and GoldSrc GoldSrc, if this was set, a message would appear on the the player's hud when the door is locked and they attempt to open the door. Nonfunctional in most Source Source games; can be emulated by calling an env_message with the door's OnLockedUse output.
Locked Sound (locked_sound) <sound>
Sound played when the player tries to open the door, and fails because it's locked.
Unlocked Sound (unlocked_sound) <sound>
Sound played when door is unlocked.
Spawn Position (spawnpos) <integer choices>
State the door should begin in.
  • 0: Closed
  • 1: Open
Locked Sentence (locked_sentence) <choices> (only in Half-Life: Source Half-Life Deathmatch: Source)
Intercom voiceline for when the player tries to use the door, but it's locked.
Unlocked Sentence (unlocked_sentence) <choices> (only in Half-Life: Source Half-Life Deathmatch: Source)
Intercom voiceline for when the door is unlocked.
Loop Moving Sound? (loopmovesound) <boolean>
Makes the door's Start Sound loop until the door finishes moving.
Icon-Bug.pngBug:If an already-looping sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise.
Area Portal Fade Start ([todo internal name (i)]) <integer>
Area Portal Fade End ([todo internal name (i)]) <integer>
Use Area Portal Fade ([todo internal name (i)]) <boolean>

Flags

BaseDoor:

Starts Open : [1] Obsolete
Deprecated.
Door behaves more like the doors in Half-Life Half-Life. Some outputs don't work.
Non-solid to Player : [4]
Sets the collision group to COLLISION_GROUP_PASSABLE_DOOR, so the player cannot collide with it while other things can. This is not compatible with Ignore Debris as that also sets a collision group.
Passable : [8]
This door is solid to nothing at all.
Toggle : [32]
Inputs are interpreted as to open if the door is closed and to close if open, instead of the default behavior where inputs are always interpreted as to open. This sets the delay before reset to -1 (overriding wait), i.e., the door will never reset.
Use Opens : [256]
NPCs Can't : [512]
NPCs can't open this door.
Touch Opens : [1024]
When a player or NPC touches the door, it will count as an attempt to open it.
Icon-Bug.pngBug:The door will play it's Locked Sound when touched, even if Touch Opens is disabled
Starts locked : [2048]
This door spawns locked and cannot be opened by the player or NPCs (but buttons can still trigger it).
Door Silent : [4096]
This door makes no noise.
New Use rules : [65536] !FGD
Door can only be used if it's not moving, is closing, or when it's open.
Block Infected nav when closed : [131072] (only in Left 4 Dead seriesLeft 4 Dead series)
Block Survivor nav when closed : [262144] (only in Left 4 Dead seriesLeft 4 Dead series)
Blocking survivor will block flow too

Inputs

Template:I Angles Door:

Open
Opens door.
Close
Closes door.
Toggle
Opens door if closed, closes door if opened.
Lock
Prevent door from opening, but can still close.
Unlock
Allow door to operate as normal.
SetSpeed <floatRedirectInput/float>
Sets Speed.

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.
Note.pngNote: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.
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.