Difference between revisions of "Prop door rotating"

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{{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.}}

Revision as of 21:23, 10 August 2018

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.

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.


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 prop_door_rotating if you create your own mod.

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>
To do
Note:Despite Hinge Axis values, the door can only rotate on the Z 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
Health <int>


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.


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.


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.


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.


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.


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.


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.


  • 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


Control door state
OpenAwayFrom <targetname>
Open the door away from the specified entity.
Note:If spawnflags set to 8192 you can lock the safe room door only after survivors open it in L4D.
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.
The door can't be broken.
The door can be broken.


Skin <int>
Changes the model's skin to the specified number.
SetBodyGroup <int>
Set the model's body group.
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


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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.


Removes this entity and any entities parented to it from the world.
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.



Fired when the door starts to close.
Fired when the door starts to open.
Fired when the door finishes closing. Reversed if Start Open flag is set.
Fired when the door finishes opening. Reversed if Start Open flag is set.
Fired when the door has been blocked from closing. !activator is whatever blocks the door.
Fired when the door has been blocked from opening. !activator is whatever blocks the door.
Fired when the door is no longer blocked from closing.
Fired when the door is no longer blocked from opening.
Fired when the player tries to open the door but fails because it is locked.


Fired when this object catches fire.


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:
		blocklos 1
		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