dz_door
dz_door
is a point entity available in Counter-Strike: Global Offensive. It's one of many new entities added with the Danger Zone update.
Contents
Entity Description
Acts similarly to prop_door_rotating, but has an extra property to act like a security door that can be opened only by paying money.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
- 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.
- Global Entity Name
(globalname)
<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> (in all games since ) (also in ) - A multiplier for the size of the model.
- Tip:In Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup
(body / SetBodyGroup)
<integer> - Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code. Note:If both
body
andSetBodyGroup
are present (even if set to 0),body
will be prioritized.
- Sequence
(sequence)
<integer> !FGD - Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin
(lightingorigin)
<targetname> - Select an entity (not
info_lighting
!) from which to sample lighting instead of the entity's origin or $illumposition.
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 Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth
(disableshadowdepth)
<boolean> (in all games since ) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<integer choices> (in all games since ) - 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.
|
- Render in Fast Reflections
(drawinfastreflection)
<boolean> (in all games since ) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
BaseFadeProp:
- Start Fade Dist
(fademindist)
<float> - Distance at which the entity starts to fade.
- End Fade Dist
(fademaxdist)
<float> - Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If you specify so in
worldspawn
, or if the engine is running below DirectX 8 (DX7 in ), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command$noforcedfade
.
- 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>
- 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
- Glow Distance
<integer>
- Distance before glow disappears.
- Does the prop glow by default?
<choices>
- Make prop glow by default?
- Glow Color (R G B)
<Color255>
- The color of the glow (if enabled).
- Damage Filter Name (damagefilter)
<targetname>
- Name of the filter entity that controls which entities can damage us.
- Security Door
<bool>
- This is a security door
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 Breakable
Inputs
Open
Close
Toggle
- Control door state
OpenAwayFrom <targetname>
- Open the door away from the specified entity.
Lock
- Note:If spawnflags set to 8192 you can lock the safe room door only after survivors open it in L4D.
Unlock
- 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.
SetUnbreakable
- The door can't be broken.
SetBreakable
- The door can be broken.
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> (in all games since ) (also in )- 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. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since )- This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight
(in all games since )- This object may receive light or shadows from projected textures.
Reflection:
DisableDrawInFastReflection
(in all games since )- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since )- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
DisableDraw
(in all games since )- Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
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.
Outputs
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.
OnIgnite
- Fired when this object catches fire.
Setting up Security Doors for Danger Zone
Name the door in similar pattern: door1-secgate.door, this seems to be hard coded, the -secgate.door
part needs to be always there with name before the hyphen.
Add a keyvalue counter_name secgate.counter
this property is not part of the entity and needs to be added with SmartEdit off.
Set property Security door
to Yes.
Place prop_counter next to the door and name it in similiar pattern: door1-secgate.counter, this seems to be hard coded, the -secgate.counter
part needs to be always there with name before the hyphen.
Place point_dz_weaponspawn behind the door and change the Door Name
property to match the name of the door, in this case it would be: door_name door1-secgate.door
.
Add a keyvalue tagBehindSteelDoor 1
this property is not part of the entity and needs to be added with SmartEdit off. This will let the door know what's behind it so it can give the correct price for that item or to spawn the door open if nothing's behind it.