Difference between revisions of "Template:KV Door"

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m (Added to Keyvalue Templates category)
 
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* '''speed'''
+
{{minititle|BaseDoor}}
: <integer> Speed that the door moves in units per second.
+
{{KV|Linked Door (chainstodoor)|string|nofgd=1|Passes the door's {{ent|+use}} inputs and touch events onto a different door, so it also is activated.}}
* '''wait'''
+
{{KV|Block Filter Name (filtername)|targetname|(For [[Half-Life: Source]]) [[Filter]] to use to determine entities that can block the door.}}
: <float> Time until the door returns to the closed position. A value of 0 means the door never closes.
+
{{KV|Speed (speed)|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}
* '''lip'''
+
{{KV|Start Sound (noise1)|sound|Sound to play when the door starts moving (regardless of opening or closing).}}
: <integer> This is the number of units the door is from the frame in the open position.
+
{{KV|Stop Sound (noise2)|sound|Sound to play when the door stops moving (regardless of opening or closing).}}
* '''dmg'''
+
{{KV|Start Close Sound (startclosesound)|sound|Sound to play when the door starts closing.}}
: <integer> Damage to deal to objects blocking the door.
+
{{KV|Stop Close Sound (closesound)|sound|Sound to play when the door stops closing.}}
* '''forceclosed'''
+
{{KV|Delay Before Reset (wait)|float|Time until the door returns to the closed position. A value of -1 means the door never auto-closes.}}
:
+
{{KV|Lip (lip)|float|When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.}}
* '''health'''
+
{{KV|Blocking Damage (dmg)|float|Amount of damage done to entities that block the movement of this door, per frame.
:
+
 
* '''locked_sentence'''
+
{{bug|Normally a door will damage things blocking it, however if the player is teleported by a {{ent|trigger_teleport}} while using {{ent|noclip}}, they will not be damaged.}}}}
:
+
{{KV|Force Closed (forceclosed)|bool|Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.}}
* '''unlocked_sentence'''
+
{{KV|Ignore Debris (ignoredebris)|bool|Changes the door's [[collision group]] to <code>COLLISION_GROUP_INTERACTIVE</code>, which ignores debris objects. Not compatible with the ''Non-solid to Player'' spawnflag as it also sets a collision group.}}
:
+
{{KV|Health (health)|int|deprecated=1|Do not use.}}
* '''loopmovesound'''
+
{{KV|Message If Triggered (message)|string|deprecated=1|Do not use.}}
:
+
{{KV|Locked Sound (locked_sound)|string|Sound played when the player tries to open the door, and fails because it's locked.}}
* '''movedir'''
+
{{KV|Unlocked Sound (unlocked_sound)|string|Sound played when door is unlocked.}}
:
+
{{KV|Spawn Position (spawnpos)|choices|State the door should begin in.
* '''globalname'''
+
:*0: Closed
:
+
:*1: Open}}
* '''noise1'''
+
{{KV|Locked Sentence (locked_sentence)|choices|since=HLS|Intercom voiceline for when the player tries to use the door, but it's locked.}}
:
+
{{KV|Unlocked Sentence (unlocked_sentence)|choices|since=HLS|Intercom voiceline for when the door is unlocked.}}
* '''noise2'''
+
{{KV|Loop Moving Sound? (loopmovesound)|bool|Makes the door's '''Start Sound''' loop until the door finishes moving.
:
+
 
* '''message'''
+
{{bug|If an [[Looping a Sound|already-looping]] sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise.}}}}<noinclude>[[Category:Keyvalue Templates|Door]]</noinclude>
:
 
* '''locked_sound'''
 
:
 
* '''unlocked_sound'''
 
:
 
* '''_minlight'''
 
:
 

Latest revision as of 00:43, 15 January 2020

BaseDoor:

Linked Door (chainstodoor) <string> !FGD
Passes the door's +use inputs and touch events onto a different door, so it also is activated.
Block Filter Name (filtername) <targetname>
(For Half-Life: Source) Filter to use to determine entities that can block the door.
Speed (speed) <float>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Start Sound (noise1) <sound>
Sound to play when the door starts moving (regardless of opening or closing).
Stop Sound (noise2) <sound>
Sound to play when the door stops moving (regardless of opening or closing).
Start Close Sound (startclosesound) <sound>
Sound to play when the door starts closing.
Stop Close Sound (closesound) <sound>
Sound to play when the door stops closing.
Delay Before Reset (wait) <float>
Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
Lip (lip) <float>
When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.
Blocking Damage (dmg) <float>
Amount of damage done to entities that block the movement of this door, per frame.
Bug: Normally a door will damage things blocking it, however if the player is teleported by a trigger_teleport while using noclip, they will not be damaged.
Force Closed (forceclosed) <boolean>
Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
Ignore Debris (ignoredebris) <boolean>
Changes the door's collision group to COLLISION_GROUP_INTERACTIVE, which ignores debris objects. Not compatible with the Non-solid to Player spawnflag as it also sets a collision group.
Health (health) <integer> <Obsolete>
Deprecated. Do not use.
Message If Triggered (message) <string> <Obsolete>
Deprecated. Do not use.
Locked Sound (locked_sound) <string>
Sound played when the player tries to open the door, and fails because it's locked.
Unlocked Sound (unlocked_sound) <string>
Sound played when door is unlocked.
Spawn Position (spawnpos) <choices>
State the door should begin in.
  • 0: Closed
  • 1: Open
Locked Sentence (locked_sentence) <choices> (Half-Life: Source)
Intercom voiceline for when the player tries to use the door, but it's locked.
Unlocked Sentence (unlocked_sentence) <choices> (Half-Life: Source)
Intercom voiceline for when the door is unlocked.
Loop Moving Sound? (loopmovesound) <boolean>
Makes the door's Start Sound loop until the door finishes moving.
Bug: If an already-looping sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise.