Template:KV Door
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- 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.
- RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 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.
- 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
- speed
- <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
)
- <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).