Prop door rotating checkpoint
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Entity Description
A rotating door which serves as an entrance or exit to a checkpoint room in Left 4 Dead.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since
) (also in
)
- A multiplier for the size of the model.
Tip:In
Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
- hardware
- <choices> Hardware Type
Literal Value Description 0 <None> 1 Lever 2 Push bar 3 (in all games since )
Keypad (in all games since )
- 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.
- body
- <integer> Determines the type of the door. 0 is without, 1 is with the piece of metal which seals it.
- slavename (in all games since
)
- <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).
- opendir (in all games since
)
- <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