func_door_rotating
func_door_rotating is a brush entity available in all
Source games. It is a rotating brush that can be "opened" by players or NPCs.
prop_door_rotating.
Notes
Axis
The func_door_rotating entity can only rotate around either the x, y or z axis and no combination of the two other than x and y. By default, the entity is set to rotate on the Z-axis and can be changed through altering the flags section of the object properties.
Setting the Origin
The point of rotation can be changed through the alteration of the entities origin. The origin sets which point on the plane of movement the object will rotate through, think of it as a hinge for a door. With the show helpers option enabled in Hammer, the origin will appear as a small white circle in the center of the entity that can be dragged to a new location.
Example
Bugs
- Sometimes there are situations when for unknown reason lighting just doesn't show correctly on door model and all is "black" and you can't do anything with it (move brushes around the door to avoid clipping, check material model shader of it (it's fine), disable shadows, etc). There is a simple and effective way to fix it: just select all your level and move it! Vrad sometimes can make mistakes like this on static and dynamic objects and when you adjust position of your whole level, it will change this calculations and coordinates for lighting.
- If the speed of the door is changed by the SetSpeed input while it is opening or closing, the speed remains the same until the door is opened or closed again.
Keyvalues
- Distance (distance) <float>
- Degrees the door should rotate. It will rotate away from the player if
+used. Otherwise, direction is determined by if the value is negative or positive.
- Solid Type (solidbsp) <choices>
- How to calculate collisions. Set this to BSP if the player seems to rotate oddly relative to the surface.
BaseDoor:
- Linked Door (chainstodoor) <string> !FGD
- Passes the door's
+useinputs 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.
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>
- Deprecated. Do not use.
Message If Triggered (message) <string>
- 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> (only in
) - Intercom voiceline for when the player tries to use the door, but it's locked.
- Unlocked Sentence (unlocked_sentence) <choices> (only in
) - 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.
VisibleBrush:
- Minimum Light
(_minlight)<float> - Minimum amount of light to hit this brush. 0 is none, 1 is normal, and 2 is doubled.
- Damage Filter Name
(damagefilter)<targetname> - When this entity receives damage, it will filter by this entity.
- Render Mode
(rendermode)<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)<choices> - Various somewhat legacy alpha effects.
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since
) Fades out over 4 s) - 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since
) Fades out over 1 s) - 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since
) Fades in over 4 s) - 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since
) Fades in over 1 s) - 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in
) - 15: Distort (causes unnatural flickering and position shifting)/(in all games since
) Fade Out (instant; not very useful outside of code) - 16: Hologram (Distort + "distance fade")/(in all games since
) Fade In (instant; not very useful outside of code) - 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in
)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since
)
Confirm:which branches/games is it available in, and where does it do what? - 18: Glow Shell (purpose unclear) (in all games since
) (not in
)
Confirm:what does this do? and which games is it in? - 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in
) - 20: Environmental Rain ("for environmental rendermode, make rain") (in
) (not in
)
Confirm:which games? may be nonfunctional. - 21: Environmental Snow ("for environmental rendermode, make snow") (in
) (not in
)
Confirm:which games? may be nonfunctional. - 22: Spotlight FX ("TEST CODE for experimental spotlight") (in
) (not in
) - 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in
) (not in
)
Confirm:which games? may be nonfunctional? - 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in
) (not in
) - 25:
kRenderFXMax/Fade Near (removed since
) (not in
)
Todo: what does this do? may be nonfunctional
- Render FX / Transparency (0–255)
(renderamt)<integer 0–255> - Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)<color255> - Color tint.
- Shadow Cast Distance
(shadowcastdist)<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_controlentity.
- Shadows
(vrad_brush_cast_shadows)<integer> !FGD - Determines if this entity will cast lightmap shadows.
- 0: No shadows
- 1: Cast shadows
- Disable Receiving Shadows
(disablereceiveshadows)<boolean> - Prevent the entity from receiving shadows on itself.
- Texture Frame
(texframeindex)<integer> !FGD - The frame number for any animated textures on this entity.
DXLevelChoice:
- Minimum DX Level
(mindxlevel)<choices> (removed since
) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
SystemLevelChoice:
- Maximum Effect Details Level
(maxcpulevel)<choices> (in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mincpulevel, "High" formaxcpulevel) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
cpu_level command, the command Effect Details uses.- Maximum Shader Details Level
(maxgpulevel)<choices> (in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mingpulevel, "Very High" formaxgpulevel) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for
gpu_level command, the command Shader Details uses.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 ShadowDepth
(disableshadowdepth)<boolean> (in all games since
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Projected Texture Cache
(shadowdepthnocache)<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.
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Disable flashlight
(disableflashlight)<boolean> (in all games since
) - Used to disable projected texture lighting and shadows on this entity.
Base:
- Collisions
(solid)<choices> - Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD
Bug:In
, if an entity using QPhysics collisions is hit by Gel, the game will crash! - 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Parent
(parentname)<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment])
Tip:Entities transition to the next map with their parents
Tip:phys_constraintcan be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(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.
Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)<string> !FGD - Determines the characteristics of the entity before it spawns.
Note:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)<integer> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)<scriptlist> (in all games since
) (also in
) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)<string> (in all games since
) (also in
) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)<boolean> (in all games since
) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)<boolean> (in all games since
) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Flags
- 2: Reverse Dir - This door opens in the opposite direction.
- 16: One-way - This door only opens in one direction.
- 64: X Axis - This door rotates on the X axis.
- 128: Y Axis - This door rotates on the Y axis.
BaseDoor:
-
[1] : Starts Open
Deprecated. Door behaves more like the doors in
Half-Life. Some outputs don't work.
- [
4] : Non-solid to Player
Sets the collision group toCOLLISION_GROUP_PASSABLE_DOOR, so the player cannot collide with it while other things can. This is not compatible with Ignore Debris as that also sets a collision group.
- [
8] : Passable
This door is solid to nothing at all.
- [
32] : Toggle
Inputs are interpreted as to open if the door is closed and to close if open, instead of the default behavior where inputs are always interpreted as to open. This sets the delay before reset to -1 (overridingwait), i.e., the door will never reset.
- [
256] : Use Opens
- [
512] : NPCs Can't
NPCs can't open this door.
- [
1024] : Touch Opens
When a player or NPC touches the door, it will count as an attempt to open it.
- [
2048] : Starts locked
This door spawns locked and cannot be opened by the player or NPCs (but buttons can still trigger it).
- [
4096] : Door Silent
This door makes no noise.
- [
65536] : New Use rules !FGD
Door can only be used if it's not moving, is closing, or when it's open.
Inputs
Door:
Open- Opens door.
Close- Closes door.
Toggle- Opens door if closed, closes door if opened.
Lock- Prevent door from opening, but can still close.
Unlock- Allow door to operate as normal.
SetSpeed<float>- Sets Speed.
Visible Brush:
Alpha<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0.
AlternativeSorting<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color<color255>- Sets an RGB color for the entity.
SetDamageFilter<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces- Prevents the entity from being pushed by damage done to it.
EnableDraw(in all games since
)- Removes
EF_NODRAWfrom the entity.
DisableDraw(in all games since
)- Applies
EF_NODRAWto the entity. Note that this is different fromrendermode 10.
EnableReceivingFlashlight(in all games since
)- Makes it so that the entity is lit by
env_projectedtextures.
DisableReceivingFlashlight(in all games since
)- Prevents the entity from being lit by
env_projectedtextures. The shadow made by the texture will still cast.
Reflection:
DisableDrawInFastReflection(in all games since
)- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
EnableDrawInFastReflection(in all games since
)- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentitiesin water material.
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.
Base:
AddContext<string>- Adds to the entity's list of response contexts. See Context.
AddOutput<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext- Removes all contexts from this entity's list.
ClearParent- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1toFireUser4- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
Kill- Removes this entity and any entities parented to it from the world.
KillHierarchy- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchResponse<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect<string> (removed since
) !FGD- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile<script> (in all games since
) (also in
)- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode<string> (in all games since
) (also in
)- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix:Remove the string argument manually with a text editor.
CallScriptFunction<string> (in all games since
) (also in
) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope(only in
) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin<coordinates> (in all games since
) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
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.
!activatoris whatever blocks the door.
OnBlockedOpening- Fired when the door has been blocked from opening.
!activatoris 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.
Base:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs. OnKilled(only in
)- This output fires when the entity is killed and removed from the game.
See Also
func_rotatingfunc_door(sliding instead of rotating)- Door creation
- WiseDoor - example use and illustration of doors.


