Template:Hl1 kv door

From Valve Developer Community
Revision as of 12:39, 11 February 2024 by N0one (talk | contribs) (Created page with "This is a keyvalue for @BaseClass Door from {{hl|4}} <onlyinclude> {{KV|KillTarget|intn=killtarget|target|When the door is triggered, it will remove the entity specified by th...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

This is a keyvalue for @BaseClass Door from Half-Life Half-Life


KillTarget (killtarget) <targetname>
When the door is triggered, it will remove the entity specified by this property from the game.
Speed (speed) <integer>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Master (master) <targetname>
Name of a master entity. If the master hasn't been activated, this entity will not activate.
Move Sound (movesnd) <choices>
# Name
0 No Sound
1 Servo (Sliding)
2 Pneumatic (Sliding)
3 Pneumatic (Rolling)
4 Vacuum
5 Power Hydraulic
6 Large Rollers
7 Track Door
8 Snappy Metal Door
9 Squeaky 1
10 Squeaky 2
Stop Sound (stopsnd) <choices>
# Name
0 No Sound
1 Clang with brake
2 Clang reverb
3 Ratchet Stop
4 Chunk
5 Light airbrake
6 Metal Slide Stop
7 Metal Lock Stop
8 Snappy Metal Stop
delay before close, -1 stay open (wait) <integer>
Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip (lip) <integer>
When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.
Damage inflicted when blocked (dmg) <integer>
How much damage the player receives if he gets stuck between the door and something solid.
Message If Triggered (message) <string>
Message appears when the entity has been triggered.
Target (target) <targetname>
When the door is opened, it triggers the entity with the name specified by Target
Delay before fire (delay) <integer>
Delays the door from opening and/or closing (in seconds).
Fire on Close (netname) <string>
Health (shoot open) (health) <integer>
With a non-zero value here, the door will have to be damaged to this extent to open.
Locked Sound (locked_sound) <choices>
# Name
0 None
2 Access Denied
8 Small zap
10 Buzz
11 Buzz Off
12 Latch Locked
Unlocked Sound (unlocked_sound) <choices>
# Name
0 None
1 Big zap & Warmup
3 Access Granted
4 Quick Combolock
5 Power Deadbolt 1
6 Power Deadbolt 2
7 Plunger
8 Small zap
9 Keycard Sound
10 Buzz
13 Latch Unlocked
Locked Sentence (locked_sentence) <choices>
# Name
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 (unlocked_sentence) <choices>
# Name
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 Door
Minimum light level (_minlight) <string>