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func_door_rotating

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func_door_rotating is a brush entity available in all GoldSrc GoldSrc games. It creates a simple door.

Key Values


Targetname:
Name (targetname) <targetname>
The targetname that other entities refer to this entity by.

Global:
Global Entity Name (???) <string>
Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.



Angles:
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.
KillTarget (killtarget) <targetname>
When the door is triggered, it will remove the entity specified by this property from the game.
Speed (speed) <integer>
Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
Master (master) <string>
Name of a master entity.
Move Sound (movesnd) <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) <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
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>
With a non-zero value here, the door will have to be damaged to this extent to open.
Locked Sound (locked_sound) <choices>
# Name
0 None
2 Access Denied
8 Small zap
10 Buzz
11 Buzz Off
12 Latch Locked
Unlocked Sound (unlocked_sound) <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) <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) <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
Minimum light level (_minlight) <string>
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
FX Amount (1-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used to control the speed of scrolling textures; see func_conveyor for more information.


Distance (deg) (distance) <integer>
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.

ZHLT:
ZHLT Lightflags (???) <choices>
Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
  • 0 : "Default"
  • 1 : "Embedded Fix"
  • 2 : "Opaque (blocks light)"
  • 3 : "Opaque + Embedded fix"
  • 6 : "Opaque + Concave Fix"
Light Origin Target (???) <string>
Used to define a target to sample lighting from.


Flags

  •  [1] : Starts Open
  •  [2] : Revers Dir
  •  [4] : Don't link
  •  [8] : Passable
  •  [16] : One-way
  •  [32] : Toggle
  •  [64] : X Axis
  •  [128] : Y Axis
  •  [256] : Use Only
  •  [512] : Monsters Can't