Prop door rotating checkpoint: Difference between revisions
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{{this is a|point entity|name=prop_door_rotating_checkpoint|series=Left 4 Dead}} It is a special variant of {{ent|prop_door_rotating}} for checkpoint doors in the world. | {{this is a|point entity|name=prop_door_rotating_checkpoint|series=Left 4 Dead}} It is a special variant of {{ent|prop_door_rotating}} for checkpoint doors in the world. | ||
It's used by {{ent|info_changelevel}} to | It's used by {{ent|info_changelevel}} to determine when to start the transition to the next map when all survivors stand inside. If the door is closed and all survivors are inside a properly set-up checkpoint transition will start. If the door is not present transition starts immediately as all survivors enter. | ||
In versus starting checkpoint door cannot be closed and is opened automatically if survivors haven't opened it | In versus the starting checkpoint door cannot be closed and is opened automatically if survivors haven't opened it within <code>versus_force_start_time</code> seconds. | ||
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== Gallery == | == Gallery == | ||
Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models {{code| | Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models {{code|0x}} and {{code|-0x}} differ by having hinge on the opposite side. For each of these models there's also static version of with {{code|_static}} at the end which are usable as {{ent|prop_static}}. | ||
<gallery mode=nolines widths=400px heights=350px> | <gallery mode=nolines widths=400px heights=350px> | ||
checkpoint_door_01.jpg|<code>models/props_doors/checkpoint_door_01.mdl</code> and <code>models/props_doors/checkpoint_door_-01.mdl</code> | checkpoint_door_01.jpg|<code>models/props_doors/checkpoint_door_01.mdl</code> and <code>models/props_doors/checkpoint_door_-01.mdl</code> |
Revision as of 08:54, 12 September 2024


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CPropDoorRotatingCheckpoint |
prop_door_rotating_checkpoint
is a point entity available in Left 4 Dead series. It is a special variant of prop_door_rotating for checkpoint doors in the world.
It's used by info_changelevel to determine when to start the transition to the next map when all survivors stand inside. If the door is closed and all survivors are inside a properly set-up checkpoint transition will start. If the door is not present transition starts immediately as all survivors enter.
In versus the starting checkpoint door cannot be closed and is opened automatically if survivors haven't opened it within versus_force_start_time
seconds.

prop_door_rotating
page also applies here
Keyvalues / Inputs / Outputs
are same as prop_door_rotating.
Convars
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
z_checkpoint_debug | 0 | boolean | Todo: Effect description. |
versus_force_start_time | 90 | seconds | Starts versus game after this amount of time, even if survivors are still inside the safe room |
Gallery
Models used in official maps. 'Exit' and 'Dead End' signs should be usually facing inside of the saferoom. The models 0x and -0x differ by having hinge on the opposite side. For each of these models there's also static version of with _static at the end which are usable as prop_static.
See also
- prop_door_rotating
- Door creation
- WiseDoor - example use and illustration of doors.