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func_door

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Class hierarchy
CBaseDoor
CBaseToggle
CBaseEntity
doors.cpp

func_door is a brush entity available in all Source Source games. It creates a simple sliding door. See func_door_rotating for its rotating counterpart.

The travel distance will always be the doors brush size. If the door should move a shorter distance, use a positive value in Lip to have that many units be subtracted from its total travel distance. Alternatively, you may add negative values to Lip to have it travel an even greater distance.

PlacementTip.pngExample:A door that is 128 units tall will move 128 units up. Adding a Lip of 20 makes it move only 108 units up. But adding a Lip of -20 makes it move 148 units upwards.


Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Move Direction (movedir) <angles>
The direction in which the door will move when it opens. It will open far enough that it does not occupy the space it spawned in.

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>
(For Half-Life: Source) 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.
Icon-Bug.pngBug: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.  [todo tested in?]
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> Obsolete
Deprecated.
In Quake Quake and GoldSrc GoldSrc, if this was set, the door would open when it took this much damage. Nonfunctional in most Source Source games; can be emulated by parenting an invisible func_button with spawnflag 512 set, and having the button target this door.
Message If Triggered (message) <string> Obsolete
Deprecated.
In Quake Quake and GoldSrc 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 Source games; can be emulated by calling an env_message with the door's OnLockedUse output.
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) <choices>
State the door should begin in.
  • 0: Closed
  • 1: Open
Locked Sentence (locked_sentence) <choices> (only in Half-Life: Source Half-Life Deathmatch: Source)
Intercom voiceline for when the player tries to use the door, but it's locked.
Unlocked Sentence (unlocked_sentence) <choices> (only in Half-Life: Source Half-Life Deathmatch: Source)
Intercom voiceline for when the door is unlocked.
Loop Moving Sound? (loopmovesound) <boolean>
Makes the door's Start Sound loop until the door finishes moving.
Icon-Bug.pngBug: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.  [todo tested in?]

Flags

BaseDoor: Starts Open : [1] Obsolete

Deprecated.
Door behaves more like the doors in Half-Life Half-Life. Some outputs don't work.

Non-solid to Player : [4]

Sets the collision group to COLLISION_GROUP_PASSABLE_DOOR, so the player cannot collide with it while other things can. This is not compatible with Ignore Debris as that also sets a collision group.

Passable : [8]

This door is solid to nothing at all.

Toggle : [32]

Inputs are interpreted as to open if the door is closed and to close if open, instead of the default behavior where inputs are always interpreted as to open. This sets the delay before reset to -1 (overriding wait), i.e., the door will never reset.

Use Opens : [256]
NPCs Can't : [512]

NPCs can't open this door.

Touch Opens : [1024]

When a player or NPC touches the door, it will count as an attempt to open it.
Icon-Bug.pngBug:The door will play it's Locked Sound when touched, even if Touch Opens is disabled  [todo tested in?]

Starts locked : [2048]

This door spawns locked and cannot be opened by the player or NPCs (but buttons can still trigger it).

Door Silent : [4096]

This door makes no noise.

New Use rules : [65536] !FGD

Door can only be used if it's not moving, is closing, or when it's open.

Inputs

Door:

Open
Opens door.
Close
Closes door.
Toggle
Opens door if closed, closes door if opened.
Lock
Prevent door from opening, but can still close.
Unlock
Allow door to operate as normal.
SetSpeed <float>
Sets Speed.

Outputs

BaseDoor:

OnClose
Fired when the door starts to close.
OnOpen
Fired when the door starts to open.
OnFullyClosed
Fired when the door finishes closing. Reversed if Start Open flag is set.
OnFullyOpen
Fired when the door finishes opening. Reversed if Start Open flag is set.
OnBlockedClosing
Fired when the door has been blocked from closing. !activator is whatever blocks the door.
OnBlockedOpening
Fired when the door has been blocked from opening. !activator is whatever blocks the door.
OnUnblockedClosing
Fired when the door is no longer blocked from closing.
OnUnblockedOpening
Fired when the door is no longer blocked from opening.
OnLockedUse
Fired when the player tries to open the door but fails because it is locked.

See also