Prop door rotating checkpoint: Difference between revisions
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Note:The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.
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== Flags == | == Flags == | ||
<!-- 32768: Ignore player +USE ----- NOT LOGICAL! Players have to +use the doors to close them in L4D!! --> | <!-- 32768: Ignore player +USE ----- NOT LOGICAL! Players have to +use the doors to close them in L4D!! --> | ||
[[Category:Left 4 Dead Entities]] |
Revision as of 05:17, 9 November 2008

Entity Description
A rotating door which serves as an entrance or exit to a checkpoint room in Left 4 Dead.
Keyvalues
- Template:Kv targetname
- Template:Kv parentname
- Template:Kv angles
- Template:Kv global
- Template:Kv studiomodel
- hardware
- <choices> Hardware Type
Literal Value Description 0 <None> 1 Lever 2 Push bar Template:Ep1 add Template:Ep1 add
- spawnpos
- <choices> Spawn Position
Literal Value Description 0 Closed 1 Open forward 2 Open back 3 Ajar (use Ajar Angles)
- ajarangles
- <angle> If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed.
- axis
- <axis> Hinge Axis - Altering these values apparently has no effect. (Possible bug.)
- distance
- <float> The amount, in degrees, that the door should rotate when opened.
- speed
- <integer> The speed at which the door moves.
- soundopenoverride
- <sound> Sound played when the door has finished opening. OnFullyOpen is triggered at this time.
- soundcloseoverride
- <sound> Sound played when the door has finished closing. OnFullyClosed is triggered at this time.
- soundmoveoverride
- <sound> Sound played when the door starts to move.
- returndelay
- <integer> Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself.
- dmg
- <integer> Amount of damage done to entities that block the movement of this door, per frame.
- health
- <integer> 0 = Unbreakable // NEEDHELP: Doesn't look like this is hooked up anymore?
- soundlockedoverride
- <sound> Sound played when the player tries to open the door, and fails because it's locked.
- soundunlockedoverride
- <sound> Sound played when the door is unlocked.
- forceclosed
- <boolean> If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
- <target_destination> The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes).
- <choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior.
Literal Value Description 0 Open Both Directions 1 Open Forward Only 2 Open Backward Only