Template:KV Door
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Door:
- Speed
<int> - Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
- Start Sound
<string> - Stop Sound
<string> - Overrides for the sound played when the door starts/stops moving.
- Start Close Sound
<string> - Stop Close Sound
<string> - Optional sound override used when the door is closing.
- Delay Before Reset
<int> - Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip<int>- Deprecated.
- Blocking Damage
<int> - Amount of damage done to entities that block the movement of this door, per frame.
- Force Closed
<bool> - Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
- Ignore Debris
<bool> - Changes the door's collision group to one that ignore collisions with debris objects. Not compatible with the non-solid-to-player spawnflag.
Health<int>Message If Triggered<string>- Deprecated.
- Locked Sound
<string> - Unlocked Sound
<string> - Sounds played when the player tries to use the door.
- Spawn Position
<choices> - State the door should begin in; open or closed.
Locked Sentence<choices>Unlocked Sentence<choices>- Deprecated. Were used in HL1 to play Black Mesa's "access denied" voice.
- Minimum Light Level
<int> - The minimum level of ambient light that hits this brush.
- Loop Moving Sound?
<bool> - Makes the door's Start Sound loop until the door finishes moving.
Bug:If an already-looping sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise. [todo tested in ?]
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
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.
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.
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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities