Template:KV Door

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Revision as of 08:35, 16 March 2006 by Andreasen (talk | contribs) (Forgot a word.)
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Template:Kv targetname

<integer> Speed that the door moves in units per second.
  • wait
<float> Time until the door returns to the closed position. A value of 0 means the door never closes.
  • lip
<integer> This is the number of units the door is from the frame in the open position.
  • dmg
<integer> Damage to deal to objects blocking the door.
  • forceclosed
<boolean> Force the door closed even if blocked.
  • health
Door can be shot open if nonzero.
  • locked_sentence
<choices> Easy alternative to the locked_sound keyvalue.
Literal Value Description
0 None
1 Gen. Access Denied
2 Security Lockout
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance Door
9 Broken Shut Door
  • unlocked_sentence
<choices> Easy alternative to the unlocked_sound keyvalue.
Literal Value Description
0 None
1 Gen. Access Granted
2 Security Disengaged
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance area
  • loopmovesound
<boolean> Loop Moving Sound? - If set to true, the door's noise1 (Start Sound) will be continually looped until the door finishes moving. Note that some samples already has a built in loop that isn't used when you play them in the Hammer editor. If such samples are also looped by this keyvalue, they have been known to continue looping forever, and further attempts to open or close the door will only add another looping sample to the noise.
  • noise1
<sound> Plays when the door opens. / Sound to play when the door starts moving.
  • noise2
<sound> Plays when the door closes. / Sound to play when the door stops moving.
  • message
Done on trigger.
Todo: More info here.
  • locked_sound
<sound> Audio to play when the player tries to open the door and it is locked.
  • unlocked_sound
<sound> Audio to play when the door becomes unlocked.
  • _minlight
<integer> Minimum light level.