func_water
Class hierarchy |
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CBaseDoor |
doors.cpp
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func_water
is a brush entity available in all GoldSrc games. A water texture (one prefixed with '!') will act as water (with additional prefixes for other liquid types), but binding it to an entity gives added advantages.
Code:Both
func_water
and func_door
are linked to CBaseDoor C++ class, and can be used interchangeably, setting skin
to the appropriate contents. The game code checks for the classname, and only plays movement sounds if the classname is "func_door" or "func_door_rotating".Key Values
- Wave Height
(WaveHeight)
<float> - Height of waves on any
!
-prefixed textures on this entity. Default value is 3.2.
- Contents
(skin)
<choices> - What brush contents to use for this entity.
- For entities with no clipnodes (such as using
zhlt_noclip
), this is purely cosmetic. - For intrinsically nonsolid entities (such as
func_illusionary
, only some contents have any non-cosmetic effect (such as ladder).
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Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Global:
- Global Entity Name
(globalname)
<string> - Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - 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.
- Move Sound
(movesnd)
<integer choices> - Only used if classname is
func_door
orfunc_door_rotating
.
# Name 0 No Sound
1 Servo (Sliding)
2 Pneumatic (Sliding)
3 Pneumatic (Rolling)
4 Vacuum
5 Power Hydraulic
6 Large Rollers
7 Track Door
8 Snappy Metal Door
9 Squeaky 1
10 Squeaky 2
- Stop Sound
(stopsnd)
<integer choices> - Only used if classname is
func_door
orfunc_door_rotating
.
# Name 0 No Sound
1 Clang with brake
2 Clang reverb
3 Ratchet Stop
4 Chunk
5 Light airbrake
6 Metal Slide Stop
7 Metal Lock Stop
8 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)
<integer choices>
# Name 0 None
2 Access Denied
8 Small zap
10 Buzz
11 Buzz Off
12 Latch Locked
- Unlocked Sound
(unlocked_sound)
<integer choices>
# Name 0 None
1 Big zap & Warmup
3 Access Granted
4 Quick Combolock
5 Power Deadbolt 1
6 Power Deadbolt 2
7 Plunger
8 Small zap
9 Keycard Sound
10 Buzz
13 Latch Unlocked
- Locked Sentence
(locked_sentence)
<integer choices>
# Name 0 None
1 Gen. Access Denied
2 Security Lockout
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance Door
9 Broken Shut Door
- Unlocked Sentence
(unlocked_sentence)
<integer choices>
# Name 0 None
1 Gen. Access Granted
2 Security Disengaged
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance Door
- Minimum light level
(_minlight)
<string>
- Render FX
(renderfx)
<choices> - Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode
(rendermode)
<choices> - Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 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; seefunc_conveyor
for more information.
- Minimum light level
(_minlight)
<normal>
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Note:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1.
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Flags
Starts Open : [1]
Don't link : [4]
Passable : [8]
Toggle : [32]
Use Only : [256]
Monsters Can't : [512]
Not In Deathmatch : [2048]