func_door
< Ru
func_door | |
---|---|
Тип | Объёмный объект мира |
Платформа | ![]() ![]() |
Доступность | Во всех играх |
![Info content.png](/w/images/f/f6/Info_content.png)
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- это брашевая энтити , доступно для всех игр на движке Source. Используется для создания простой раздвижной двери.
Contents
Ключевые значения
- Move Direction (Направление движения) <angle >
- Направление, в котором дверь будет двигаться, когда её откроют. Она всегда перемещается на собственную длину.
- Block Filter Name (Имя фильтра блока) <targetname >
- Доступно только в Half-Life: Source ) Фильтр, который определяет, какие энтити или NPC могут блокирывать закрытие или открытие двери.
Origin:
- Origin (X Y Z)
(origin)
<origin > - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Углы:
- Pitch Yaw Roll (Y Z X) <angle >
- Ориентация этого объекта в мире. Тангаж (pitch) - поворот по оси Y, рысканье (yaw) - поворот по Z и крен(roll) - поворот по X.
BaseDoor:
- Linked Door
(chainstodoor)
<targetname > Отсутствует в 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.
Баг:Normally a door will damage things blocking it, however if the player is teleported by a
trigger_teleport
while usingnoclip
, 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 >- Устарело.
InQuake and
GoldSrc, if this was set, the door would open when it took this much damage. Nonfunctional in most
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 >- Устарело.
InQuake 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'sOnLockedUse
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> (только в)
- Intercom voiceline for when the player tries to use the door, but it's locked.
- Unlocked Sentence
(unlocked_sentence)
<choices> (только в)
- 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.
Баг: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?]
Флаги
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
BaseDoor:
-
[1
] : Starts Open
Устарело.
Door behaves more like the doors inHalf-Life. Some outputs don't work.
- [
4
] : Non-solid to Player
Sets the collision group toCOLLISION_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. - [
8
] : Passable
This door is solid to nothing at all. - [
32
] : Toggle
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 (overridingwait
), i.e., the door will never reset. - [
256
] : Use Opens - [
512
] : NPCs Can't
NPCs can't open this door. - [
1024
] : Touch Opens
When a player or NPC touches the door, it will count as an attempt to open it.Баг:The door will play it's Locked Sound when touched, even if Touch Opens is disabled [todo tested in?]
- [
2048
] : Starts locked
This door spawns locked and cannot be opened by the player or NPCs (but buttons can still trigger it). - [
4096
] : Door Silent
This door makes no noise. - [
65536
] : New Use rules Отсутствует в FGD!
Door can only be used if it's not moving, is closing, or when it's open.
Input'ы
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.
Output'ы
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.