Func water (Source): Difference between revisions
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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.
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==Entity Description== | ==Entity Description== | ||
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
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
)
- 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.
Bug: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>- Deprecated.
InQuake, if this was set, the door would open when it took this much damage. Nonfunctional in most
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>- Deprecated.
InQuake and
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 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
)
- Intercom voiceline for when the player tries to use the door, but it's locked.
- Unlocked Sentence (unlocked_sentence) <choices> (only in
)
- 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.
Bug: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 <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.

- 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.