func_lookdoor
func_lookdoor
is a brush entity available in the Half-Life 2 series. It's a door that moves, either when looked by a targeted object or when a target object comes near the door. Behavior can be either based on viewing direction or proximity alone, or on a combination of both.
Note:The
SetPosition
input and Start Position keyvalue do not perform any bounds checking, so values less than 0 and greater than 1 can be used. Negative values will move in the opposite direction to the movement direction, and values greater than 1 will move it in multiples of the set Move Distance. Moving past the opened/closed position does not trigger the OnFullyOpen
and OnFullyClosed
outputs.Bug:There are bugs that may arise when parenting this entity to any of these:
func_movelinear
, momentary_door
, func_lookdoor
, func_water_analog
. A func_door
can be used as a workaround.- Code Fix: See here for a code fix.
- Confirm:Might be fixed in Portal 2? Parented movelinears are used extensively for this game's piston platforms.
Bug:In , parenting a
move_rope
or keyframe_rope
will cause the entities to disappear. Clarification required if the rope entities are deleted or are simply not rendered.This entity is also in the code for . Its functionality is not guaranteed.
Contents
Flags
!FGD FuncMoveLinear:
- 8: Not Solid
Bug:Physics objects cannot be constrained to this entity when this flag is enabled.
LookDoor:
- 8192: LookDoor Threshold
- 16384: LookDoor Invert - Make the door behave oppositely. Player has to be outside Proximity Distance, and not looking at the door within Field of View.
- 32768: LookDoor From Open
Keyvalues
- Target (target) <targetname> !FGD
- Thing (probably a
player
) that we will check for LOS to the door.
- Proximity Distance (ProximityDistance) <float>
- If non-zero, how close target must be for door to move.
- Proximity Offset (ProximityOffset) <float>
- Offset from the target object.
- Field of View (FieldOfView) <float>
- If non-zero, how far away from the door the target can look while still triggering it.
FuncMoveLinear:
- Move Direction (Pitch Yaw Roll) (movedir) <angle>
- The direction the entity will move in.
- Start Position (startposition) <float>
- Position of brush when spawned, where 0 is the starting position and 1 is starting position + (move direction * move distance).
- Speed (speed) <integer>
- The speed that the brush moves, in inches per second.
- Move Distance (movedistance) <float>
- The distance from the starting point that the brush should move, in inches.
- Block Damage (blockdamage) <float>
- The amount of damage to do to any entity that blocks the brushes, per frame.
Bug:Block damage doesn't function on players who passed through a
trigger_teleport
using noclip
, though it will have effect again if the the player goes through a trigger_teleport without noclip.- Sound played when the brush starts moving. (startsound) <sound>
- The sound to play when the brush starts moving.
- Sound played when the brush stops moving. (stopsound) <sound>
- The sound to play when the brush stops moving.
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)
<float> - Multiplier of minimum amount of light to hit this brush.
- Shadows
(vrad_brush_cast_shadows)
<choices> - Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
VisibleBrush:
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
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- Render FX / Transparency (0–255)
(renderamt)
<integer 0–255> - Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Texture Frame
(texframeindex)
<integer> !FGD - The frame number for any animated textures on this entity.
Shadow:
- Disable Shadows
(disableshadows)
<boolean> - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static
. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity. - Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since ) - 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.
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SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
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DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
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Base:
- Collisions
(solid)
<choices> - Method of collision for this entity.
Values:
- 0: None
- 1: BSP (QPhysics) !FGD Bug:In , if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(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.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Inputs
InvertOn
- Enabled inverted behavior.
InvertOff
- Turn door behavior back to the normal method.
FuncMoveLinear:
Open
- Move the brush to the end position (starting position + (move direction * move distance)).
Close
- Move the brush to the starting position.
SetPosition
<float>- Move the brush to a specific position, where 0 is the starting position and 1 is the starting position + (move direction * move distance).
SetSpeed
<float>- Set the speed and update immediately.
Visible Brush:
Alpha
<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
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ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
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 thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
Outputs
FuncMoveLinear:
OnFullyOpen
- Fired when the brush reaches the end position (starting position + (move direction * move distance)).
OnFullyClosed
- Fired when the brush reaches the starting position.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.