Template:Hl1 kv door
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This is a keyvalue for @BaseClass Door from
Half-Life
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
{Hl1_kv_global}}
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- 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 Sound1 Servo (Sliding)2 Pneumatic (Sliding)3 Pneumatic (Rolling)4 Vacuum5 Power Hydraulic6 Large Rollers7 Track Door8 Snappy Metal Door9 Squeaky 110 Squeaky 2
- Stop Sound (stopsnd) <choices>
# Name 0 No Sound1 Clang with brake2 Clang reverb3 Ratchet Stop4 Chunk5 Light airbrake6 Metal Slide Stop7 Metal Lock Stop8 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 None2 Access Denied8 Small zap10 Buzz11 Buzz Off12 Latch Locked
- Unlocked Sound (unlocked_sound) <choices>
# Name 0 None1 Big zap & Warmup3 Access Granted4 Quick Combolock5 Power Deadbolt 16 Power Deadbolt 27 Plunger8 Small zap9 Keycard Sound10 Buzz13 Latch Unlocked
- Locked Sentence (locked_sentence) <choices>
# Name 0 None1 Gen. Access Denied2 Security Lockout3 Blast Door4 Fire Door5 Chemical Door6 Radiation Door7 Gen. Containment8 Maintenance Door9 Broken Shut Door
- Unlocked Sentence (unlocked_sentence) <choices>
# Name 0 None1 Gen. Access Granted2 Security Disengaged3 Blast Door4 Fire Door5 Chemical Door6 Radiation Door7 Gen. Containment8 Maintenance Door
- Minimum light level (_minlight) <string>
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)