func_door
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CBaseDoor |
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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 to SOLID_NOT for 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:movesnd and stopsnd are 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 fromQuake, where the door would have to be damaged to this extent to open.
- 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.
Tip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.
See Also
- func_water - entity linked to the same c++ class as
func_door