prop_door_rotating
Template:Entity It creates an ordinary hinged door that can be opened by players and NPCs.
 Note:From
Note:From  onwards (and in
 onwards (and in  ), rotating doors can be destructible if the model used was compiled with $collisiontext
), rotating doors can be destructible if the model used was compiled with $collisiontext Bug:Using raw door sound will cause the sound to play everywhere in the map, despite the distance. This can be ignored in singleplayer games, but may be a problem in multiplayer games, because all players will hear the door throughout the whole map. This can be fixed by using Soundscripts, or modifying the code of the
Bug:Using raw door sound will cause the sound to play everywhere in the map, despite the distance. This can be ignored in singleplayer games, but may be a problem in multiplayer games, because all players will hear the door throughout the whole map. This can be fixed by using Soundscripts, or modifying the code of the prop_door_rotating entity if you create your own mod.  [todo tested in ?] Bug:Specifying a Custom
Bug:Specifying a Custom Hinge Axis in Hammer is broken. Work around is to simply modify the model and set the origin to the hinge location.  [todo tested in ?] Bug:
Bug: Firing a portal at a
 Firing a portal at a prop_door_rotating will cause the projectile to hang in midair in front of the player. Repeatedly doing this can cause extreme lag, and eventually lead to a crash. There is currently no known workaround for this.  [todo tested in ?]Supported Models
 Only specific models will work properly with this entity. They are:
Only specific models will work properly with this entity. They are:
- props_c17\door01_left.mdl
- props_c17\door02_double.mdl
- props_doors\door03_slotted_left.mdl
- props_c17\door03_left.mdlTemplate:Game link
 Note:
Note:props_doors\door01_dynamic.mdl is not valid; it is meant for npc_furniture.Most newer games have a model folder called "Props_Doors" where all doors are found, including static props that will not work for prop_door_rotating.
For a door model to be compatible, it must be a physics prop (Seen in Model broswers Info Tab) and the model origin must be on the hinge side of the door, because doors rotate around its origin.
Keyvalues
- Slave name (slavename) <targetname>
- Name of any door(s) that should open and close at the same time as this one. You could also give them all the same name.
- Hardware Type (hardware) <choices>
- The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
- None
- Lever (i.e. door handle)
- Push bar
- Keypad  Note: Keypad hardware only has a model in Half Life 2 EP1 & EP2. In other games it is used to change the lock and unlock door sounds. Note: Keypad hardware only has a model in Half Life 2 EP1 & EP2. In other games it is used to change the lock and unlock door sounds.
 
- Spawn Position (spawnpos) <choices>
- State the door should begin in. Check the door's angles to see forward/backward orientation.
- Closed
- Open forward
- Open back
- Ajar
 
- Ajar Angles (ajarangles) <angle>
- If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
- Hinge Axis (axis) <axis>
- [Todo]
 Note:Despite Hinge Axis values, the door can only rotate on the Z Axis
Note:Despite Hinge Axis values, the door can only rotate on the Z Axis- Rotation Distance (distance) <float>
- Number of degrees that the door should open, both forward and backward.
- Speed (speed) <integer>
- In degrees/second.
- Fully Open Sound (soundopenoverride) <string>
- Sound played when the door has finished opening.
- Fully Closed Sound (soundcloseoverride) <string>
- Sound played when the door has finished closing.
- Moving Sound (soundmoveoverride) <string>
- Sound played when the door starts to move.
- Locked Sound (soundlockedoverride) <string>
- Optional overrides to the sounds played by the door. Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound (soundunlockedoverride) <string>
- Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
- Delay Before close (returndelay) <integer>
- Number of seconds the door waits until closing by itself. -1 means never auto-close.
- Damage Inflicted When Blocked (dmg) <integer>
- If an entity is blocking the door from moving, inflict this much damage per frame.
- Can Damage Player (candamageplayer)  <boolean> (only in  ) )
- If set, this door will kill the player blocking it. Used for the large blast doors in infra_c7_m2_bunker.
 Note:This replaces the "Damage Inflicted When Blocked" keyvalue in Template:Game link. Note:This replaces the "Damage Inflicted When Blocked" keyvalue in Template:Game link.
- Force Closed (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.
- Open Direction (opendir) <choices>
- Force the door to open only forwards or only backwards. It will normally try to swing away from the entity that opened it, unless it is being blocked on the other side.
- Both directions
- Forward only
- Backward only
 
- Does the prop glow by default? (glowenabled)  <boolean> (in all games since  ) )
- Enables the door to glow. Default is set to off.
Glow:
- Glow Range (glowrange)  <integer> (only in  ) )
- Range at which the glow becomes visible on approach. 0 means always visible.
- Glow Range Min (glowrangemin)  <integer> (only in  ) )
- Inner range at which the glow stops being visible on approach. 0 means always visible.
- Glow Color Override (R G B) (glowcolor)  <color255> (only in  ) )
- Change the render color of the glow.
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.  Tip:Hammer's model browser automatically updates this value if you use it to view different skins. Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
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
 
- Render in Fast Reflections (drawinfastreflection)  <boolean> (in all games since  ) )
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
 Note:These keyvalues may not be available in some FGDs. When used in a game before L4D, there is an abrupt render cut-off rather than an actual fade.
Note:These keyvalues may not be available in some FGDs. When used in a game before L4D, there is an abrupt render cut-off rather than an actual fade.- Start Fade Dist (fademindist) ([todo internal name (i)])  <float> (in all games since  ) )
- Distance at which the prop starts to fade.
- End Fade Dist (fademaxdist) ([todo internal name (i)])  <float> (in all games since  ) )
- Max fade distance at which the prop is visible.
- If start fade is <0, the prop will disappear instantly when end fade is hit.
- If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
 
- The values will scale appropriately if the prop is in a 3D Skybox.
- Fade Scale (fadescale) ([todo internal name (i)])  <float> (in all games since  ) )
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Flags
- Starts Open : [1]
- Starts locked : [2048]
- Door silent (No sound, and does not alert NPCs) : [4096]
- Use closes : [8192]
- Door silent to NPCs (Does not alert NPCs) : [16384]
- Ignore player +USE : [32768]
- Start Unbreakable : [524288] (in all games since  ) )
- Start Breakable : [524288] (in all games since  ) (also in ) (also in ) )
Inputs
- Open
- Open the door.
- Close
- Close the door.
- Toggle
- Toggle the door between open and closed.
- OpenAwayFrom <targetname>
- Open the door away from the specified entity.
- Lock
- Lock the door.
- Unlock
- Unlock the door.
- SetRotationDistance <float>
- Degrees of rotation that the door will open.
- MoveToRotationDistance  <float> (in all games since  ) (also in ) (also in ) )
- Sets the open distance (in degrees) and moves there.
- SetSpeed <float>
- Set the speed at which the door rotates.
 Note:Default is 200 in L4D. Note:Default is 200 in L4D.
- SetUnbreakable   (in all games since  ) )
- The door can't be broken.
- SetBreakable   (in all games since  ) )
- The door can be broken.
- SetAnimation  <string> (only in  ) )
- Force the door to play an animation. The parameter should be the name of the animation.
- SetAnimationNoReset  <string> (only in  ) )
- Force the door to play an animation unless the door is already playing the animation. The parameter should be the name of the animation.
- SetGlowEnabled   (in all games since  ) )
- Starts the glow.
- SetGlowDisabled   (in all games since  ) )
- Stops the glow.
- Break
- Immediately break the door. It will skip the damage models and only spawn the gibs of the current model.
 Note:This input does not appear naturally in the base.fgd and must be added manually if one desires convenience.
Note:This input does not appear naturally in the base.fgd and must be added manually if one desires convenience.Glow:
 Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history
Note:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history Bug:The RenderField properties do not show up in hammer, but can be manually added by turning off SmartEdit and entering the key and appropriate values.  [todo tested in ?]
Bug:The RenderField properties do not show up in hammer, but can be manually added by turning off SmartEdit and entering the key and appropriate values.  [todo tested in ?]
Outputs
- OnRotationDone   (in all games since  ) (also in ) (also in ) )
- Fired when the door arrives at its goal angle.
BaseDoor:
- OnClose
- !activator = the door itself if closed by player, if closed by Close input the activator of the input is used
 !caller = this entity
 Fired when the door starts to close.
- OnOpen
- !activator = the door itself if opened by player, if opened by Open or OpenAwayFrom input the activator of the input is used
 !caller = this entity
 Fired when the door starts to open.
 Note:OnOpen/OnClose outputs fire twice if initiated by input. First time !activator is the activator of the input second time !activator is equal to the door itself.
Note:OnOpen/OnClose outputs fire twice if initiated by input. First time !activator is the activator of the input second time !activator is equal to the door itself.- OnFullyClosed
- !activator = player that closed the door
 !caller = this entity
 Fired when the door finishes closing. Reversed if Start Open flag is set.
- OnFullyOpen
- !activator = !caller = this entity
 Fired when the door finishes opening. Reversed if Start Open flag is set.
- OnBlockedClosing
- !activator = entity that blocks the door
 !caller = this entity
 Fired when the door has been blocked from closing.
- OnBlockedOpening
- !activator = entity that blocks the door
 !caller = this entity
 Fired when the door has been blocked from opening.
- OnUnblockedClosing
- !activator = !caller = this entity
 Fired when the door is no longer blocked from closing.
- OnUnblockedOpening
- !activator = !caller = this entity
 Fired when the door is no longer blocked from opening.
- OnLockedUse
- !activator = caller = the player pressing use
 Fired when the player tries to open the door but fails because it is locked.
- OnIgnite
- Fired when this object catches fire.
Custom Door Models
- Create ACT_IDLE,ACT_DOOR_LOCKEDandACT_DOOR_OPENactivities.
- Add a door_options$keyvalues block:
$keyvalues
{
	prop_data
	{
		blocklos 1
	}
	door_options
	{
		default // Fallbacks if something is missing elsewhere
		{
			open	Doors.FullOpen1
			close	Doors.FullClose1
			move	Doors.Move1
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware0 // First hardware type, by default a handle
		{
			locked		DoorSound.Null
			unlocked	DoorSound.Null
		}
		hardware1 // Push bar
		{
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware2 // Keypad
		{
			locked		DoorHandles.Locked2
			unlocked	DoorHandles.Unlocked2
		}
		skin0  // Skin-specific sounds, including a custom surfaceprop.
		{
			open	Doors.FullOpen4
			close	Doors.FullClose4
			move	Doors.Move4
			surfaceprop	wood  // If no skin is specified, surfaceprop is always wood, no matter what's written elsewhere
		}
	}
}
 L4D Series Doors
 L4D Series Doors
The Left 4 Dead series introduced a new set of doors that can be broken down by Infected.
Those new doors make use of $collisiontext and new "Pound" and "Damage" listings in door_options, highlighted below.
Some doors in L4D2, which were ported from L4D, also have the following activities, although they do not seem to work: ACT_DOOR_ANIMTOLOCK, ACT_DOOR_ANIMTOUNLOCK, ACT_DOOR_OPENFAIL.
 Note:Animations with the activity
Note:Animations with the activity ACT_DOOR_LOCKED do not seem to work. Only workaround seems to be manually adding I/O connections to the door in hammer, or play a specific sequence when used while locked.$collisiontext
{
	break 
	{
		"model"		"Props_downtown\door_interior_128_01_dm01_02" //Spawns a debris model.
		"health"		"100"
		"fadetime"		"10"
	}
}
$keyvalues
{
	prop_data 
	{
		"base"			"Door.Standard"
		"allowstatic"	"1"
		"blocklos"		"1"
		"dmg.bullets"	"0"  //Bullets will no longer damage this door. In L4D2 this is only used on the last damage model.
	}
	door_options 
	{
		"defaults"		 
		{
			"open"			"Doors.FullOpen1"
			"close"			"Doors.FullClose1"
			"move"			"Doors.Move1"
			"locked"		"DoorHandles.Locked1"
			"unlocked"		"DoorHandles.Unlocked1"
			"pound"			"Doors.Wood.Pound1"								//Sound that plays when infected attack the door to break it down.
			"surfaceprop"	"wood"											//Overwrites Surfaceprop.
			"damage1"		"props_downtown\door_interior_128_01_DM01_01"	//What the first damage model is.
			"damage2"		"props_downtown\door_interior_128_01_DM02_01" 	//What the second damage model is.
			"damage3"		"props_downtown\door_interior_128_01_DM03_01" 	//What the third damage model is.
		}
	}
}
The "Damage1", "Damage2" and "Damage3" lines determine what models will be used for the broken stages of this door model.
 Note:The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found here
Note:The sound that plays for the metal bar being removed is hardcoded. It can only be changed by editing the level_sound script for each map. More info on how to do so can be found here Warning:All damage models need their own set of door options. Not having door options for the damaged models will cause those doors to be silent if you decide to immediately use a damaged door.
Warning:All damage models need their own set of door options. Not having door options for the damaged models will cause those doors to be silent if you decide to immediately use a damaged door.See Also
- func_door (sliding, brush-based)
- func_door_rotating (brush-based)
- Door creation
- WiseDoor - example use and illustration of doors.


































