Prop door rotating

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Entity description

An entity used to place a standard door in the world.

Note.pngNote:A handle is placed upon the door in game, but the handle does not show in Hammer.

For a sliding door, use func_door instead. For a brush-based rotating/pivoting door, use func_door_rotating instead.

To make a pair of doors open and close together, give them the same targetname.

Note.pngNote:props_doors/door01_dynamic.mdl is not a valid rotating door prop. It is instead meant for use as an npc_furniture entity. See the door struggle at the end of d1_trainstation_03 for an example of its use.
  • See also WiseDoor - Example use and illustration of doors.

Keyvalues

<choices> Hardware Type
Literal Value Description
0 <None>
1 Lever
2 Push bar
(in all games since Half-Life 2: Episode One) Keypad (in all games since Half-Life 2: Episode One)
  • 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.
  • slavename (in all games since Half-Life 2: Episode One)
<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 Half-Life 2: Episode One)
<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

The Ship

  • opendirection
<choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior. "opendir" does not apply to The Ship.
Literal Value Description
0 Open Both Directions
1 Open Forward Only
2 Open Backward Only

Flags

  • 1 : Starts Open
  • 2048 : Starts locked
  • 4096 : Door silent (No sound, and does not alert NPCs)
  • 8192 : Use closes
  • 16384 : Door silent to NPCS (Does not alert NPCs)
  • 32768 : Ignore player +USE

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
  • Studiomodel:
Skin <integerRedirectInput/integer>
Changes the model's skin to the specified number.
SetBodyGroup <integerRedirectInput/integer>
Set the model's body group.
AlternativeSorting <booleanRedirectInput/boolean>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale <stringRedirectInput/string> (in all games since Alien Swarm) (also in Source 2013)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
ToggleDraw:
DisableDraw  (in all games since Portal 2)
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since Portal 2)
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.
  • Open
Open the door, if it is not fully open.
  • OpenAwayFrom <target_destination>
Open the door away from the specified entity.
  • Close
Close the door, if it is not fully closed.
  • Toggle
Toggle the door between open and closed.
  • Lock
Lock the door.
  • Unlock
Unlock the door.
  • SetRotationDistance <float> (in all games since Half-Life 2: Episode One)
Set the distance (in degrees) between Open and Closed.

Outputs

OnIgnite
Fired when this object catches fire.