Template:KV Door

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Revision as of 22:35, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Template:Kv targetname

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.
  • RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
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.
<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.
  • ignoredebris (in all games since Half-Life 2: Episode One)
<boolean> If set, this will change the door's collision group to one that ignore collisions with debris objects (note that this is not compatible with the non-solid-to-player spawnflag).