Template:KV Door: Difference between revisions
		
		
		
		
		
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<noinclude>{{lang|Template:KV Door}}[[Category:Keyvalue Templates|Door]]</noinclude>  | <noinclude>{{lang|Template:KV Door}}[[Category:Keyvalue Templates|Door]]</noinclude>  | ||
{{minititle|BaseDoor}}  | {{minititle|BaseDoor}}  | ||
{{KV|Linked Door|intn=chainstodoor|  | {{KV|Linked Door|intn=chainstodoor|target_destination|nofgd=1|Passes the door's {{ent|+use}} inputs and touch events onto a different door, so it also is activated.}}  | ||
{{KV|Block Filter Name|intn=filtername|targetname|(For [[Half-Life: Source]]) [[Filter]] to use to determine entities that can block the door.}}  | {{KV|Block Filter Name|intn=filtername|targetname|(For [[Half-Life: Source]]) [[Filter]] to use to determine entities that can block the door.}}  | ||
{{KV|Speed|intn=speed|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}  | {{KV|Speed|intn=speed|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}  | ||
Revision as of 13:07, 1 September 2024
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>
 - (For 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.
 
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.  [todo tested in ?]
- 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.
In
 Quake and 
 GoldSrc, 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.
In
 Quake 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 OnLockedUseoutput. 
- 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) <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.  [todo tested in ?]