Difference between revisions of "Prop door rotating"

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* {{o studiomodel}}
* {{o studiomodel}}
* {{o door}}
* {{o door}}

Revision as of 19:03, 2 October 2006


Entity Description

An entity used to place a standard door in the world.

For a sliding door, use func_door instead. For a brush-based rotating/pivoting door, use func_door_rotating instead.

To make a pair of doors open and close together, give them the same targetname.

Note:props_doors/door01_dynamic.mdl is not a valid rotating door prop. It is instead meant for use as an npc_furniture entity. See the door struggle at the end of d1_trainstation_03 for an example of its use.


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.


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.
  • hardware
<choices> Hardware Type
Literal Value Description
0 <None>
1 Lever
2 Push bar
Template:Ep1 add Template:Ep1 add
  • spawnpos
<choices> Spawn Position
Literal Value Description
0 Closed
1 Open forward
2 Open back
3 Ajar (use Ajar Angles)
  • ajarangles
<angle> If the door 'Spawn Position' is set to Ajar, these are the angles to spawn at, instead of being open or closed.
  • axis
<axis> Hinge Axis - Altering these values apparently has no effect. (Possible bug.)
  • distance
<float> The amount, in degrees, that the door should rotate when opened.
  • speed
<integer> The speed at which the door moves.
  • soundopenoverride
<sound> Sound played when the door has finished opening. OnFullyOpen is triggered at this time.
  • soundcloseoverride
<sound> Sound played when the door has finished closing. OnFullyClosed is triggered at this time.
  • soundmoveoverride
<sound> Sound played when the door starts to move.
  • returndelay
<integer> Amount of time, in seconds, after the door has opened before it closes. If the value is set to -1, the door never closes itself.
  • dmg
<integer> Amount of damage done to entities that block the movement of this door, per frame.
  • health
<integer> 0 = Unbreakable // NEEDHELP: Doesn't look like this is hooked up anymore?
  • soundlockedoverride
<sound> Sound played when the player tries to open the door, and fails because it's locked.
  • soundunlockedoverride
<sound> Sound played when the door is unlocked.
  • 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.
<target_destination> The name of any doors that should be slaved to this door (i.e. should open when this one opens, and close when this one closes).
<choices> Force the door to open only forwards or only backwards. Both directions is the standard door behavior.
Literal Value Description
0 Open Both Directions
1 Open Forward Only
2 Open Backward Only


  • 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


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
  • Open
Open the door, if it is not fully open.
  • OpenAwayFrom <target_destination>
Open the door away from the specified entity.
  • Close
Close the door, if it is not fully closed.
  • Toggle
Toggle the door between open and closed.
  • Lock
Lock the door.
  • Unlock
Unlock the door.
Set the distance (in degrees) between Open and Closed.


Fired when this object catches fire.