Difference between revisions of "Template:KV Door"

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{{ScrollBox|title=Door|noscroll=true|
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{{minititle|BaseDoor}}
; Speed <code><[[int]]></code>
+
{{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.}}
: Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
+
{{KV|Block Filter Name (filtername)|targetname|(For [[Half-Life: Source]]) [[Filter]] to use to determine entities that can block the door.}}
; Start Sound <code><[[string]]></code>
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{{KV|Speed (speed)|float|Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.}}
; Stop Sound <code><string></code>
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{{KV|Start Sound (noise1)|sound|Sound to play when the door starts moving (regardless of opening or closing).}}
: Overrides for the sound played when the door starts/stops moving.
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{{KV|Stop Sound (noise2)|sound|Sound to play when the door stops moving (regardless of opening or closing).}}
; Start Close Sound <code><string></code>
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{{KV|Start Close Sound (startclosesound)|sound|Sound to play when the door starts closing.}}
; Stop Close Sound <code><string></code>
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{{KV|Stop Close Sound (closesound)|sound|Sound to play when the door stops closing.}}
: Optional sound override used when the door is closing.
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{{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.}}
; Delay Before Reset <code><int></code>
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{{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.}}
: Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
+
{{KV|Blocking Damage (dmg)|float|Amount of damage done to entities that block the movement of this door, per frame.
; Lip <code><int></code>
+
 
: The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall. (Not deprecated)
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{{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.}}}}
; Blocking Damage <code><int></code>
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{{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.}}
: Amount of damage done to entities that block the movement of this door, per frame.
+
{{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.}}
; Force Closed <code><[[bool]]></code>
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{{KV|Health (health)|int|deprecated=1|Do not use.}}
: Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
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{{KV|Message If Triggered (message)|string|deprecated=1|Do not use.}}
; Ignore Debris <code><bool></code>
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{{KV|Locked Sound (locked_sound)|string|Sound played when the player tries to open the door, and fails because it's locked.}}
: Changes the door's collision group to one that ignore collisions with debris objects. Not compatible with the non-solid-to-player spawnflag.
+
{{KV|Unlocked Sound (unlocked_sound)|string|Sound played when door is unlocked.}}
; <del>Health <code><int></code></del>
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{{KV|Spawn Position (spawnpos)|choices|State the door should begin in.
; <del>Message If Triggered <code><string></code></del>
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:*0: Closed
: Deprecated.
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:*1: Open}}
; Locked Sound <code><string></code>
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; <del>Locked Sentence (locked_sentence)<code><choices></code></del>
; Unlocked Sound <code><string></code>
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; <del>Unlocked Sentence (unlocked_sentence)<code><choices></code></del>
: Sounds played when the player tries to use the door.
+
: Deprecated. Were used in Half-Life to play the "access denied" voice.
; Spawn Position <code><choices></code>
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{{KV|Loop Moving Sound? (loopmovesound)|bool|Makes the door's '''Start Sound''' loop until the door finishes moving.
: State the door should begin in; open or closed.
+
 
; <del>Locked Sentence <code><choices></code></del>
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{{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.}}}}
; <del>Unlocked Sentence <code><choices></code></del>
 
: Deprecated. Were used in HL1 to play Black Mesa's "access denied" voice.
 
; Minimum Light Level <code><int></code>
 
: The minimum level of ambient light that hits this brush.
 
; Loop Moving Sound? <code><bool></code>
 
:Makes the door's Start Sound loop until the door finishes moving. {{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.}}
 
{{ScrollBox|
 
{{KV Shadow}}
 
{{KV Global}}
 
{{KV RenderFields}}
 
{{KV Parentname}}
 
{{KV Targetname}}
 
}}
 
}}
 

Revision as of 01:02, 7 October 2018

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>
Unlocked Sentence (unlocked_sentence)<choices>
Deprecated. Were used in Half-Life to play the "access denied" voice.
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.