Difference between revisions of "Prop door rotating"

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(Added documentation of the hidden RenderField properties)
m (clarified)
 
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{{base point|prop_door_rotating}} It creates an ordinary hinged door that can be opened by players and NPCs.
 
{{base point|prop_door_rotating}} It creates an ordinary hinged door that can be opened by players and NPCs.
 +
{{Note|From {{l4d}} onwards (and in {{GMOD}}), rotating doors can be destructible.}}
 +
: {{todo|Explain how!}}
 +
{{bug|Using custom door sounds while using custom door models will cause the sounds to play at the same volume throughout the whole map, despite the distance. This can be ignored in singleplayer games, but may be a problem in multiplayer games, because all players will hear the door throughout the whole map. This can be fixed by modifying the code of the <code>prop_door_rotating</code> entity if you create your own mod.}}
  
 
== Supported models ==
 
== Supported models ==
Line 13: Line 16:
 
* <code>props_c17\door03_left.mdl</code> {{game_link|Half-Life 2: Episode One}}
 
* <code>props_c17\door03_left.mdl</code> {{game_link|Half-Life 2: Episode One}}
  
Models can be found in other source games by searching for "door" in the model browser. If the model has a tick next to physics under the info tab then it will work.
+
Models can be found in other source games by searching for "door" in the model browser. If the model has a tick next to physics under the info tab, then it will work.
 +
{{note|<code>props_doors\door01_dynamic.mdl</code> is ''not'' valid; it is meant for {{ent|npc_furniture}}.}}<onlyinclude>
 +
== Keyvalues ==
  
{{note|<code>props_doors\door01_dynamic.mdl</code> is ''not'' valid; it is meant for [[npc_furniture]].}}
+
{{KV|Slave name (slavename)|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.}}
 
+
{{KV|Hardware Type (hardware)|choices|The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
<onlyinclude>
 
== KeyValues ==
 
 
 
{{bug|Set different door sounds like moving, opening or closing on custom door models will cause the sound will be play on the whole map, despite the distance. This can be ignored in singleplayer game, but it's an important problem in multiplayer because all players will heard the door in the whole map. This can be simply fixed by modifying the code of the <code>prop_door_rotating</code> if you create your own mod.}}
 
 
 
 
 
; Slave name <code><[[targetname]]></code>
 
: 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 <code><choices></code>
 
: The type of mechanism used to open the door (handle, push bar, keypad). The mechanism only appears in the game, not in Hammer.
 
 
:* None
 
:* None
 
:* Lever (i.e. door handle)
 
:* Lever (i.e. door handle)
 
:* Push bar
 
:* Push bar
:* Keypad {{note| Keypad hardware has no model ingame.}}
+
:* Keypad {{note| Keypad hardware has no model ingame.}}}}
; Spawn Position <code><choices></code>
+
{{KV|Spawn Position (spawnpos)|choices|State the door should begin in. Check the door's angles to see forward/backward orientation.
: State the door should begin in. Check the door's angles to see forward/backward orientation.
 
 
:* Closed
 
:* Closed
 
:* Open forward
 
:* Open forward
 
:* Open back
 
:* Open back
:* Ajar
+
:* Ajar}}
; Ajar Angles <code><[[angle]]></code>
+
{{KV|Ajar Angles (ajarangles)|angle|If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.}}
: If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
+
{{KV|Hinge Axis (axis)|axis|{{todo}}
; Hinge Axis <code><axis></code>
+
{{note|Despite Hinge Axis values, the door can only rotate on the Z Axis}}}}
: {{todo}}
+
{{KV|Rotation Distance (distance)|float|Number of degrees that the door should open, both forward and backward.}}
{{note|Despite Hinge Axis values, the door can only rotate on the Z Axis}}
+
{{KV|Speed (speed)|int|In degrees/second.}}
; Rotation Distance <code><[[float]]></code>
+
{{KV|Fully Open Sound (soundopenoverride)|string|Sound played when the door has finished opening.}}
: Number of degrees that the door should open, both forward and backward.
+
{{KV|Fully Closed Sound (soundcloseoverride)|string|Sound played when the door has finished closing.}}
; Speed <code><float></code>
+
{{KV|Moving Sound (soundmoveoverride)|string|Sound played when the door starts to move.}}
: In degrees/second.
+
{{KV|Locked Sound (soundlockedoverride)|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.}}
; Fully Open Sound <code><[[string]]></code>
+
{{KV|Unlocked Sound (soundunlockedoverride)|string|Optional overrides to the sounds played by the door. Sound played when the door is unlocked.}}
: Sound played when the door has finished opening.
+
{{KV|Delay Before close (returndelay)|int|Number of seconds the door waits until closing by itself. -1 means never auto-close.}}
; Fully Closed Sound <code><string></code>
+
{{KV|Damage Inflicted When Blocked (dmg)|int|If an entity is blocking the door from moving, inflict this much damage ''per frame''.}}
: Sound played when the door has finished closing.
+
{{KV|Can Damage Player (candamageplayer)|bool|If set, this door will kill the player blocking it. Used for the large blast doors in ''infra_c7_m2_bunker''.
; Moving Sound <code><string></code>
+
:{{Note|This replaces the "Damage Inflicted When Blocked" keyvalue in {{game link|INFRA}}.}}|only=INFRA}}
: Sound played when the door starts to move.
+
{{KV|Force Closed (forceclosed)|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.}}
; Locked Sound <code><string></code>
+
{{KV|Open Direction (opendir)|choices|
: 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 <code><string></code>
 
: Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
 
; Delay Before close <code><[[int]]></code>
 
: Number of seconds the door waits until closing by itself. -1 means never auto-close.
 
; Damage Inflicted When Blocked <code><int></code>
 
: If an entity is blocking the door from moving, inflict this much damage ''per frame''.
 
; Force Closed <code><[[bool]]></code>
 
: 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.
 
: 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
 
:* Both directions
 
:* Forward only
 
:* Forward only
:* Backward only
+
:* Backward only}}
; Health <code><int></code>
+
{{KV|Health|int|Health for the door.|deprecated=1}}
: Deprecated.
+
{{KV|Glow Distance (glowdist)|int|Default is 1024.
 +
:{{todo|Same as L4D2's Glow Range?}}|since=CSGO}}
 +
{{KV|Does the prop glow by default? (glowenabled)|bool|Enables the door to glow. Default is set to off.|since=CSGO}}
 +
{{KV|Glow Color (glowcolor)|color255|The color of the glow (if enabled).|since=CSGO}}
 +
{{KV Glow}}
 
{{ScrollBox|
 
{{ScrollBox|
 
{{KV Studiomodel}}
 
{{KV Studiomodel}}
 +
{{ScrollBox|title=BaseFadeProp|
 +
{{Note|These keyvalues may not be available in some [[FGD]]s.}}
 +
{{KV|Start Fade Dist (fademindist)|float|Distance at which the prop starts to fade.|since=L4D}}
 +
{{KV|End Fade Dist (fademaxdist)|float|Max fade distance at which the prop is visible.|since=L4D}}
 +
:* 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]].
 +
{{KV|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]].|since=L4D}}
 +
}}
 
{{KV Global}}
 
{{KV Global}}
 
{{KV Angles}}
 
{{KV Angles}}
 
{{KV Parentname}}
 
{{KV Parentname}}
 
{{KV Targetname}}
 
{{KV Targetname}}
{{I RenderFields}}
+
{{KV GMOD}}
{{bug|The RenderField properties do not show up in hammer, but can be manually added by turning off SmartEdit and entering the key and appropriate values.}}
 
 
}}
 
}}
  
 
== Flags ==
 
== Flags ==
 +
 
* 1 : Starts Open
 
* 1 : Starts Open
 
* 2048 : Starts locked
 
* 2048 : Starts locked
Line 86: Line 83:
 
* 16384 : Door silent to NPCs (Does not alert NPCs)
 
* 16384 : Door silent to NPCs (Does not alert NPCs)
 
* 32768 : Ignore player +USE
 
* 32768 : Ignore player +USE
* 524288 : Start Unbreakable
+
* 524288 : Start Unbreakable {{L4D add}}
 +
* 524288 : Start Breakable {{CSGO add}} {{GMOD also}}
  
 
== Inputs ==
 
== Inputs ==
  
; <code>Open</code>
+
{{IO|Open|Open the door.}}
; <code>Close</code>
+
{{IO|Close|Close the door.}}
; <code>Toggle</code>
+
{{IO|Toggle|Toggle the door between open and closed.}}
: Control door state
+
{{IO|OpenAwayFrom|param=targetname|Open the door away from the specified entity.}}
; <code>OpenAwayFrom <[[targetname]]></code>
+
{{IO|Lock|Lock the door.
: Open the door away from the specified entity.
+
:{{note|In {{l4d}}, if spawnflag 8192 is active, you can lock the safe room door only after survivors open it.}}}}
; <code>Lock</code>
+
{{IO|Unlock|Unlock the door.}}
: {{note|If spawnflags set to 8192 you can lock the safe room door only after survivors open it in L4D.}}
+
{{IO|SetRotationDistance|param=float|Degrees of rotation that the door will open.}}
; <code>Unlock</code>
+
{{IO|MoveToRotationDistance|param=float|Sets the open distance (in degrees) and moves there.|since=P2|also=GMOD}}
: Lock/unlock the door.
+
{{IO|SetSpeed|param=float|Set the speed at which the door rotates.  
; <code>SetRotationDistance <[[float]]></code>
+
:{{note|Default is 200 in L4D.}}}}
: Degrees of rotation that the door will open.
+
{{IO|SetUnbreakable|The door can't be broken.|since=L4D}}
; <code>SetSpeed <[[float]]></code>
+
{{IO|SetBreakable|The door can be broken.|since=L4D}}
: Set the speed at which the door rotates. {{note|Default is 200 in L4D.}}
+
{{IO|SetAnimation|param=string|Force the door to play an animation. The parameter should be the name of the animation.|only=INFRA}}
; <code>SetUnbreakable</code>
+
{{IO|SetAnimationNoReset|param=string|Force the door to play an animation unless the door is already playing the animation. The parameter should be the name of the animation.|only=INFRA}}
: The door can't be broken.
+
{{IO|SetGlowEnabled|Starts the glow.|since=CSGO}}
; <code>SetBreakable</code>
+
{{IO|SetGlowDisabled|Stops the glow.|since=CSGO}}
: The door can be broken.
+
{{I Glow}}
 
{{ScrollBox|
 
{{ScrollBox|
 
{{I Studiomodel}}
 
{{I Studiomodel}}
 
{{I Parentname}}
 
{{I Parentname}}
 
{{I Targetname}}
 
{{I Targetname}}
 +
{{I RenderFields}}
 +
{{bug|The RenderField properties do not show up in hammer, but can be manually added by turning off SmartEdit and entering the key and appropriate values.}}
 
}}
 
}}
  
 
== Outputs ==
 
== Outputs ==
  
 +
{{IO|OnRotationDone|Fired when the door arrives at its goal angle.|since=P2|also=GMOD}}
 
{{O Door}}
 
{{O Door}}
 
{{O Studiomodel}}
 
{{O Studiomodel}}
{{O Targetname}}
+
{{O Targetname}}</onlyinclude>
</onlyinclude>
 
  
 
== Custom door models ==
 
== Custom door models ==

Latest revision as of 12:32, 27 September 2019

Wooden door with lever hardware
Metal door with push bar hardware


prop_door_rotating is a point entity available in all Source games. It creates an ordinary hinged door that can be opened by players and NPCs.

Note:From <Left 4 Dead> onwards (and in <Garry's Mod>), rotating doors can be destructible.
To do: Explain how!
Bug: Using custom door sounds while using custom door models will cause the sounds to play at the same volume throughout the whole map, despite the distance. This can be ignored in singleplayer games, but may be a problem in multiplayer games, because all players will hear the door throughout the whole map. This can be fixed by modifying the code of the prop_door_rotating entity if you create your own mod.

Supported models

Only specific models will work properly with this entity. They are:

  • props_c17\door01_left.mdl
  • props_c17\door02_double.mdl
  • props_doors\door03_slotted_left.mdl
  • props_c17\door03_left.mdl <Half-Life 2> Half-Life 2: Episode One

Models can be found in other source games by searching for "door" in the model browser. If the model has a tick next to physics under the info tab, then it will work.

Note:props_doors\door01_dynamic.mdl is not valid; it is meant for npc_furniture.

Keyvalues

Slave name (slavename) <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 (hardware) <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 (spawnpos) <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 (ajarangles) <angle>
If "Spawn Position" is "ajar", these are the angles to spawn at instead of being open or closed.
Hinge Axis (axis) <axis>
To do
Note:Despite Hinge Axis values, the door can only rotate on the Z Axis
Rotation Distance (distance) <float>
Number of degrees that the door should open, both forward and backward.
Speed (speed) <integer>
In degrees/second.
Fully Open Sound (soundopenoverride) <string>
Sound played when the door has finished opening.
Fully Closed Sound (soundcloseoverride) <string>
Sound played when the door has finished closing.
Moving Sound (soundmoveoverride) <string>
Sound played when the door starts to move.
Locked Sound (soundlockedoverride) <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 (soundunlockedoverride) <string>
Optional overrides to the sounds played by the door. Sound played when the door is unlocked.
Delay Before close (returndelay) <integer>
Number of seconds the door waits until closing by itself. -1 means never auto-close.
Damage Inflicted When Blocked (dmg) <integer>
If an entity is blocking the door from moving, inflict this much damage per frame.
Can Damage Player (candamageplayer) <boolean> (Only in INFRA)
If set, this door will kill the player blocking it. Used for the large blast doors in infra_c7_m2_bunker.
Note:This replaces the "Damage Inflicted When Blocked" keyvalue in <INFRA> INFRA.
Force Closed (forceclosed) <boolean>
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 (opendir) <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
Health <integer> <Obsolete>
Deprecated. Health for the door.
Glow Distance (glowdist) <integer> (New with Counter-Strike: Global Offensive)
Default is 1024.
To do: Same as L4D2's Glow Range?
Does the prop glow by default? (glowenabled) <boolean> (New with Counter-Strike: Global Offensive)
Enables the door to glow. Default is set to off.
Glow Color (glowcolor) <color255> (New with Counter-Strike: Global Offensive)
The color of the glow (if enabled).

Glow:

Glow State (glowstate) <choices> (Only in Left 4 Dead 2)
  • OFF
  • +use
  • look-at
  • ON
Glow Range (glowrange) <integer> (Only in Left 4 Dead 2)
Range at which the glow becomes visible. 0 means always visible.
Glow Range Min (glowrangemin) <integer> (Only in Left 4 Dead 2)
Range at which the glow stops being visible. 0 means always visible.
Glow Color Override (R G B) (glowcolor) <color255> (Only in Left 4 Dead 2)
Change the render color of the glow.

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:

Note:These keyvalues may not be available in some FGDs.
Start Fade Dist (fademindist) <float> (New with Left 4 Dead)
Distance at which the prop starts to fade.
End Fade Dist (fademaxdist) <float> (New with Left 4 Dead)
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> (New with Left 4 Dead)
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.

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.

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.

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.

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.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (Only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (Only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!

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 Unbreakable (New with Left 4 Dead)
  • 524288 : Start Breakable (New with Counter-Strike: Global Offensive) (Also in Garry's Mod)

Inputs

Open
Open the door.
Close
Close the door.
Toggle
Toggle the door between open and closed.
OpenAwayFrom <targetname>
Open the door away from the specified entity.
Lock
Lock the door.
Note:In <Left 4 Dead>, if spawnflag 8192 is active, you can lock the safe room door only after survivors open it.
Unlock
Unlock the door.
SetRotationDistance <float>
Degrees of rotation that the door will open.
MoveToRotationDistance <float> (New with Portal 2) (Also in Garry's Mod)
Sets the open distance (in degrees) and moves there.
SetSpeed <float>
Set the speed at which the door rotates.
Note:Default is 200 in L4D.
SetUnbreakable  (New with Left 4 Dead)
The door can't be broken.
SetBreakable  (New with Left 4 Dead)
The door can be broken.
SetAnimation <string> (Only in INFRA)
Force the door to play an animation. The parameter should be the name of the animation.
SetAnimationNoReset <string> (Only in INFRA)
Force the door to play an animation unless the door is already playing the animation. The parameter should be the name of the animation.
SetGlowEnabled  (New with Counter-Strike: Global Offensive)
Starts the glow.
SetGlowDisabled  (New with Counter-Strike: Global Offensive)
Stops the glow.

Glow:

StartGlowing  (Only in Left 4 Dead 2)
Turn on a permanent glow effect for this prop.
StopGlowing  (Only in Left 4 Dead 2)
Turn off this prop's glow effect.

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.

RenderFields:

Alpha <integer>
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.
Color <color255>
Sets an RGB color for the entity.
Bug: The RenderField properties do not show up in hammer, but can be manually added by turning off SmartEdit and entering the key and appropriate values.

Outputs

OnRotationDone  (New with Portal 2) (Also in Garry's Mod)
Fired when the door arrives at its goal angle.

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.

Custom door models

  1. Create ACT_IDLE, ACT_DOOR_LOCKED and ACT_DOOR_OPEN activities.
  2. Add a door_options $keyvalues block:
$keyvalues
{
	prop_data
	{
		blocklos 1
	}
	door_options
	{
		default // Fallbacks if something is missing elsewhere
		{
			open	Doors.FullOpen1
			close	Doors.FullClose1
			move	Doors.Move1
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware0 // First hardware type, by default a handle
		{
			locked		DoorSound.Null
			unlocked	DoorSound.Null
		}
		hardware1 // Push bar
		{
			locked		DoorHandles.Locked1
			unlocked	DoorHandles.Unlocked1
		}
		hardware2 // Keypad
		{
			locked		DoorHandles.Locked2
			unlocked	DoorHandles.Unlocked2
		}

		skin0  // Skin-specific sounds, including a custom surfaceprop.
		{
			open	Doors.FullOpen4
			close	Doors.FullClose4
			move	Doors.Move4
			surfaceprop	wood  // If no skin is specified, surfaceprop is always wood, no matter what's written elsewhere
		}
	}
}

See also