Template:KV Door
		
		
		
		Jump to navigation
		Jump to search
		
BaseDoor:
- Linked Door (chainstodoor) <targetname> !FGD
 - Passes the door's +use inputs and touch events onto a different door, so it also is activated.
 
- Block Filter Name (filtername)  <targetname> (only in 
) - Filter to use to determine entities that can block the door.
 
- Speed (speed) <float>
 - Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
 
- Start Sound (noise1) <sound>
 - Sound to play when the door starts opening. Also plays when door starts closing if startclosesound is absent.
 
- Stop Sound (noise2) <sound>
 - Sound to play when the door stops opening. Also plays when door stops closing if closesound is absent.
 
- Start Close Sound (startclosesound) <sound>
 - Sound to play when the door starts closing.
 
- Stop Close Sound (closesound) <sound>
 - Sound to play when the door stops closing.
 
- Delay Before Reset (wait) <float>
 - Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
 
- Lip (lip) <float>
 - 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.
 
- Blocking Damage (dmg) <float>
 - Amount of damage done to entities that block the movement of this door, per frame.
 
Bug:Normally a door will damage things blocking it, however if the player is teleported by a trigger_teleport while using noclip, they will not be damaged.
- Force Closed (forceclosed) <boolean>
 - 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 (ignoredebris) <boolean>
 - Changes the door's collision group to 
COLLISION_GROUP_INTERACTIVE, which ignores debris objects. Not compatible with the Non-solid to Player spawnflag as it also sets a collision group. 
Health (shoot open) (health) <integer>
- Deprecated.
In
 Quake, if this was set, the door would open when it took this much damage. A shoot-to-open door can be created using func_button or func_rot_button instead. 
Message If Triggered (message) <string>
- Deprecated.
In
 Quake and 
 GoldSrc, if this was set, a message would appear on the the player's hud when the door is locked and they attempt to open the door. Nonfunctional in most 
 Source games; can be emulated by calling an env_message with the door's OnLockedUseoutput. 
- Locked Sound (locked_sound) <sound>
 - Sound played when the player tries to open the door, and fails because it's locked.
 
- Unlocked Sound (unlocked_sound) <sound>
 - Sound played when door is unlocked.
 
- Spawn Position (spawnpos) <integer choices>
 - State the door should begin in.
- 0: Closed
 - 1: Open
 
 
- Locked Sentence Group (locked_sentence) <byte choices>
 - Intercom voiceline for when the player tries to use the door, but it's locked.
 
Sentence Groups - None (Default)
 - Gen. Access Denied (NA)
 - Security Lockout (ND)
 - Blast Door (NF)
 - Fire Door (NFIRE)
 - Chemical Door (NCHEM)
 - Radiation Door (NRAD)
 - Gen. Containment (NCON)
 - Maintenance Door (NH)
 - Broken Shut Door (NG)
 
- Unlocked Sentence Group (unlocked_sentence) <byte choices>
 - Intercom voiceline for when the door is unlocked.
 
Sentence Groups - None (Default)
 - Gen. Access Granted (EA)
 - Security Disengaged (ED)
 - Blast Door (EF)
 - Fire Door (EFIRE)
 - Chemical Door (ECHEM)
 - Radiation Door (ERAD)
 - Gen. Containment (ECON)
 - Maintenance Door (EH)
 
- Loop Moving Sound? (loopmovesound) <boolean>
 - 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.