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
- 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.
- Template:Kv studiomodel
- 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