dz_door

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<Counter-Strike: Global Offensive> dz_door is a point entity available in Counter-Strike: Global Offensive. It's one of many new entities added with the Danger Zone update.

Entity Description

Acts similarly to prop_door_rotating, but has an extra property to act like a security door that can be opened only by paying money.

Important: the door model is solid to bullets, so do not allow players to get behind them.

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Parentname:

Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Angles:

Pitch Yaw Roll (Y Z X) <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.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Studiomodel:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (New with Team Fortress 2)
A multiplier for the size of the model.

Shadow:

Disable shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable ShadowDepth (disableshadowdepth) <boolean> (New with Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight (disableflashlight) <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.

BaseFadeProp:

Start Fade Dist (fademindist) <float>
Distance at which the prop starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the prop is visible.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
The values will scale appropriately if the prop is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Slave name <targetname>
Name of any door(s) that should open and close at the same time as this one. You could also give them all the same name.
Hardware Type <choices>
The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
  • None
  • Lever (i.e. door handle)
  • Push bar
  • Keypad
    Note: Keypad hardware has no model ingame.
Spawn Position <choices>
State the door should begin in. Check the door's angles to see forward/backward orientation.
  • Closed
  • Open forward
  • Open back
  • Ajar
Ajar Angles <angle>
If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
Hinge Axis <axis>
Rotation Distance <float>
Number of degrees that the door should open, both forward and backward.
Speed <float>
In degrees/second.
Fully Open Sound <string>
Sound played when the door has finished opening.
Fully Closed Sound <string>
Sound played when the door has finished closing.
Moving Sound <string>
Sound played when the door starts to move.
Locked Sound <string>
Optional overrides to the sounds played by the door. Sound played when the player tries to open the door, and fails because it's locked.
Unlocked Sound <string>
Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
Delay Before close <int>
Number of seconds the door waits until closing by itself. -1 means never auto-close.
Damage Inflicted When Blocked <int>
If an entity is blocking the door from moving, inflict this much damage per frame.
Force Closed <bool>
If set, this door will close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
Open Direction <choices>
Force the door to open only forwards or only backwards. It will normally try to swing away from the entity that opened it, unless it is being blocked on the other side.
  • Both directions
  • Forward only
  • Backward only
Glow Distance <integer>
Distance before glow disappears.
Does the prop glow by default? <choices>
Make prop glow by default?
Glow Color (R G B) <Color255>
The color of the glow (if enabled).
Damage Filter Name (damagefilter) <targetname>
Name of the filter entity that controls which entities can damage us.
Security Door <bool>
This is a security door

Flags

  • 1 : Starts Open
  • 2048 : Starts locked
  • 4096 : Door silent (No sound, and does not alert NPCs)
  • 8192 : Use closes
  • 16384 : Door silent to NPCs (Does not alert NPCs)
  • 32768 : Ignore player +USE
  • 524288 : Start Breakable

Inputs

Open
Close
Toggle
Control door state
OpenAwayFrom <targetname>
Open the door away from the specified entity.
Lock
Note:If spawnflags set to 8192 you can lock the safe room door only after survivors open it in L4D.
Unlock
Lock/unlock the door.
SetRotationDistance <float>
Degrees of rotation that the door will open.
SetSpeed <float>
Set the speed at which the door rotates.
Note:Default is 200 in L4D.
SetUnbreakable
The door can't be broken.
SetBreakable
The door can be broken.

Studiomodel:

Skin <int>
Changes the model's skin to the specified number.
SetBodyGroup <int>
Set the model's body group.
EnableShadow
DisableShadow
Control the model's cheap render-to-texture shadow.
AlternativeSorting <bool>
Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale  <float> (New with Team Fortress 2)
Sets the model scaling factor

Parentname:

SetParent  <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment  <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset  <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

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.

Studiomodel:

OnIgnite
Fired when this object catches fire.

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.


Setting up Security Doors for Danger Zone

dz_door:

dz_door properties.

Name the door in similar pattern: door1-secgate.door, this seems to be hard coded, the -secgate.door part needs to be always there with name before the hyphen.

Add a keyvalue counter_name secgate.counter this property is not part of the entity and needs to be added with SmartEdit off.

Set property Security door to Yes.














prop_counter:

prop_counter properties.

Place prop_counter next to the door and name it in similiar pattern: door1-secgate.counter, this seems to be hard coded, the -secgate.counter part needs to be always there with name before the hyphen.








point_dz_weaponspawn:

Place point_dz_weaponspawn behind the door and change the Door Name property to match the name of the door, in this case it would be: door_name door1-secgate.door.

Add a keyvalue tagBehindSteelDoor 1 this property is not part of the entity and needs to be added with SmartEdit off. This will let the door know what's behind it so it can give the correct price for that item or to spawn the door open if nothing's behind it.