func_door
		
		
		
		
		
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| CBaseDoor | 
func_door  is a   brush entity  available in all 
 GoldSrc games. It creates a simple sliding door.
See func_door_rotating for its rotating counterpart.
Key Values
- Contents (skin) <choices>
 - What brush contents to use for this entity.
 - For entities with no clipnodes (such as using 
zhlt_noclip), this is purely cosmetic. For other entities, this requires the entity collision to be set toSOLID_NOTfor non-cosmetic effect (applied automatically on doors and func_illusionary). 
Contents types - -1: Empty
 - -2: Solid
 - -3: Water (also disables backface culling)
 - -4: Slime (like water, but inflicts damage)
 - -5: Lava (like slime, but inflicts double damage)
 - -6: Sky
 - -7: Volumetric Light (same as water)
 - -8: ???
 Confirm:This is CONTENTS_CLIP, but BSP compilers change it to solid, so it probably has no effect at runtime.
 - -9: Water with 0° current
 - -10: Water with 90° current
 - -11: Water with 180° current
 - -12: Water with 270° current
 - -13: Water with upward current
 - -14: Water with downward current
 - -15: Translucent (like water, but never solid)
 - -16: Ladder
 - -17: Zero Gravity
 - -18: Hover Field
 - -19: Fog
 
Note:If present and set to any value other than zero, the door will be silent.
- Name (targetname) <string>
 - The targetname that other entities refer to this entity by.
 - A named door will be locked, and can only opened by being targeted.
 
- Global Entity Name (globalname) <string>
 - Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
 
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
 - 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.
 - For sliding doors, this is the direction the door will move when opened.
 - For rotating doors, this is the default rotation.
 
- Angular Velocity (avelocity) <vector3> !FGD
 - Only affects sliding doors. See 
 Entity Attribute: Angular Velocity. 
- Target (target) <targetname>
 - The targetname of an entity this entity will trigger when activated.
 
- Delay before trigger (delay) <integer>
 - Delay in seconds before firing the targeted entity.
 
- Killtarget (killtarget) <targetname>
 - Entity to remove when activated.
 
- Speed (speed) <float>
 - Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
 
- Master (master) <targetname>
 - Name of a master entity. If the master hasn't been activated, this entity will not activate.
 - A door with a master will be locked until the master condition is fulfilled.
 
- Move Sound (movesnd) <byte choices>
 
# Name 0 No Sound 1 Servo (Sliding) 2 Pneumatic (Sliding) 3 Pneumatic (Rolling) 4 Vacuum 5 Power Hydraulic 6 Large Rollers 7 Track Door 8 Snappy Metal Door 9 Squeaky 1 10 Squeaky 2 
- Stop Sound (stopsnd) <byte choices>
 
# Name 0 No Sound 1 Clang with brake 2 Clang reverb 3 Ratchet Stop 4 Chunk 5 Light airbrake 6 Metal Slide Stop 7 Metal Lock Stop 8 Snappy Metal Stop 
Note:movesndandstopsndare effectively booleans in
 Day of Defeat, with only one option, and stopsnd's default sound being silent.
- delay before close, -1 stay open (wait) <integer>
 - Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
 
- Lip (lip) <integer>
 - 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.
 
- Damage inflicted when blocked (dmg) <integer>
 - How much damage the player receives if he gets stuck between the door and something solid.
 
- Message If Triggered (message) <string>
 - Message appears when the entity has been triggered.
 
- Target (target) <targetname>
 - When the door is opened, it triggers the entity with the name specified by Target
 
- Delay before fire (delay) <integer>
 - Delays the door from opening and/or closing (in seconds).
 
- Fire on Close (netname) <string>
 
Health (shoot open) (health) <integer>
- Deprecated.
Leftover from
 Quake, where the door would have to be damaged to this extent to open. A shoot-to-open door can be created using func_button or func_rot_button instead. 
- Give health (healthvalue) <byte> !FGD
 - Health to heal player who opens the door (activator) when door is opened.
Leftover from the Half-Life Alpha, where health cabinets using func_door_rotating were used instead of func_healthcharger. 
Important:This is infinite, unlike func_healthcharger; it will heal every time the door opens!
- Locked Sound (locked_sound) <byte choices>
 
# Name 0 None 2 Access Denied 8 Small zap 10 Buzz 11 Buzz Off 12 Latch Locked 
- Unlocked Sound (unlocked_sound) <byte choices>
 
# Name 0 None 1 Big zap & Warmup 3 Access Granted 4 Quick Combolock 5 Power Deadbolt 1 6 Power Deadbolt 2 7 Plunger 8 Small zap 9 Keycard Sound 10 Buzz 13 Latch Unlocked 
- Locked Sentence (locked_sentence) <byte choices>
 
# Name 0 None 1 Gen. Access Denied 2 Security Lockout 3 Blast Door 4 Fire Door 5 Chemical Door 6 Radiation Door 7 Gen. Containment 8 Maintenance Door 9 Broken Shut Door 
- Unlocked Sentence (unlocked_sentence) <byte choices>
 
# Name 0 None 1 Gen. Access Granted 2 Security Disengaged 3 Blast Door 4 Fire Door 5 Chemical Door 6 Radiation Door 7 Gen. Containment 8 Maintenance Door 
- Render FX (renderfx) <choices>
 - Render FX mode to use, for special effects.
 
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade) 
- Render Mode (rendermode) <choices>
 - Render Mode to use.
 
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive 
- Render Amount (0-255) (renderamt) <integer>
 - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
 - Render Color (R G B) (rendercolor) <color255>
 - Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information. 
- Wave Height (WaveHeight) <float> !FGD
 - Height of waves on any 
!-prefixed textures on this entity. Default value is 3.2. 
- Minimum light level (_minlight) <normal>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Flags
- Starts Open : [1]
 
- Don't link : [4]
 
- Passable : [8]
 
- Toggle : [32]
 
- Use Only : [256]
 - If unticked, the door will automatically open when the player stands adjacent to it.
 
- Monsters Can't : [512]
 
- Not In Deathmatch : [2048]
 - Prevent this entity from attempting to spawn when 
deathmatch(multiplayer) is enabled. 
See Also
- func_water - entity linked to the same c++ class as 
func_door