Func water (Source): Difference between revisions

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==Entity Description==
==Entity Description==
{{warning| this entity appears to be disabled (// commented) in OB/base.fgd. It was probably abandoned because it wouldn't work properly.}}
 
Legacy entity from the [[GoldSrc]] engine. No longer works in Source. It appears Valve did try to port the entity, however.


==Keyvalues==
==Keyvalues==

Revision as of 21:53, 4 July 2013

Template:Base brush

Entity Description

Legacy entity from the GoldSrc engine. No longer works in Source. It appears Valve did try to port the entity, however.

Keyvalues

  • Move Direction (Pitch Yaw Roll)
movedir <angle>
The direction the water will move when it is told to 'Open'. Default value is "0 0 0".
  • Wave Height
WaveHeight <string>
default value is "3.0"

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.

Flags

  • 1 : "Starts Open" : 0
  • 256:"Use Only" : 0

Inputs

  • 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.