Template:KV Door: Difference between revisions

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; Delay Before Reset <code><int></code>
; Delay Before Reset <code><int></code>
: Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
: Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
; <del>Lip <code><int></code></del>
; Lip <code><int></code>
: Deprecated.
: The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall. (Not deprecated)
; Blocking Damage <code><int></code>
; Blocking Damage <code><int></code>
: Amount of damage done to entities that block the movement of this door, per frame.
: Amount of damage done to entities that block the movement of this door, per frame.

Revision as of 02:31, 24 February 2013

Door:
Speed <int>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Start Sound <string>
Stop Sound <string>
Overrides for the sound played when the door starts/stops moving.
Start Close Sound <string>
Stop Close Sound <string>
Optional sound override used when the door is closing.
Delay Before Reset <int>
Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip <int>
The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall. (Not deprecated)
Blocking Damage <int>
Amount of damage done to entities that block the movement of this door, per frame.
Force Closed <bool>
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 <bool>
Changes the door's collision group to one that ignore collisions with debris objects. Not compatible with the non-solid-to-player spawnflag.
Health <int>
Message If Triggered <string>
Deprecated.
Locked Sound <string>
Unlocked Sound <string>
Sounds played when the player tries to use the door.
Spawn Position <choices>
State the door should begin in; open or closed.
Locked Sentence <choices>
Unlocked Sentence <choices>
Deprecated. Were used in HL1 to play Black Mesa's "access denied" voice.
Minimum Light Level <int>
The minimum level of ambient light that hits this brush.
Loop Moving Sound? <bool>
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.  [todo tested in ?]

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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
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.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
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 or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities