prop_door_rotating

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Revision as of 00:15, 4 July 2019 by Deprecated (talk | contribs) (Added breakable note and todo, changed to use KV and IO templates, added FGD information, added keyvalues, inputs and outputs from L4D, L4D2, Portal 2, CSGO, GMOD, INFRA, rewrote bug as best as I can understand it, misc fixes)

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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 broken.
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: Episode One><Half-Life 2: Episode One> 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 (soundunlockoverride) <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> (in all games since <Counter-Strike: Global Offensive>)
Default is 1024.
To do: Same as L4D2's Glow Range?
Does the prop glow by default? (glowenabled) <boolean> (in all games since <Counter-Strike: Global Offensive>)
Enables the door to glow. Default is set to off.
Glow Color (glowcolor) <color255> (in all games since <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> (in all games since <Source><Source>)
A multiplier for the size of the model.

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 ShadowDepth (disableshadowdepth) <boolean> (in all games since [Portal 2])
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since [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> (in all games since [Portal 2])
Used to disable projected texture lighting and shadows on this entity.

Reflection:

Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since [Portal 2])
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.

BaseFadeProp:

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

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 (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <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 (thinkfunction) <string> (in all games since <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 (in all games since <Left 4 Dead>)
  • 524288 : Start Breakable (in all games since <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> (in all games since [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  (in all games since <Left 4 Dead>)
The door can't be broken.
SetBreakable  (in all games since <Left 4 Dead>)
The door can be broken.
SetGlowEnabled  (in all games since <Counter-Strike: Global Offensive>)
Starts the glow.
SetGlowDisabled  (in all games since <Counter-Strike: Global Offensive>)
Stops the glow.
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  (in all games since <Counter-Strike: Global Offensive>)
Starts the glow.
SetGlowDisabled  (in all games since <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 <integer>
Changes the model's skin to the specified number.
SetBodyGroup <integer>
Set the model's body group.
AlternativeSorting <boolean>
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 <string> (only in <Source><Source>)
Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly. Warning: Negative or extremely high values can cause crashes!

Shadow:

DisableShadow
Turn dynamic shadows off for this entity.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since [Portal 2])
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since [Portal 2])
This object may receive light or shadows from projected textures.

Reflection:

DisableDrawInFastReflection  (in all games since [Portal 2])
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since [Portal 2])
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

ToggleDraw:

DisableDraw  (in all games since [Portal 2])
Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
EnableDraw  (in all games since [Portal 2])
Remove the EF_NODRAW flag from this entity. Some entities manage this on their own so be aware you can override that value.

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 from the world.
KillHierarchy
Removes this entity and its children from the world.
Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <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> (in all games since <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> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <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> (in all games since <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  (in all games since [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 <Left 4 Dead><Left 4 Dead 2>)
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